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The interface controls are rhe most interesting of these. You can set your interface to have the most possible informacion by turning all of the Gameplay
Page options on. Or, you can turn rhem off for a more challenging, bur also more visceral, playing experience. You may also want to rum off the Tutorial
Messages Display once you're familiar with the game.

PHOTO SHARING
Take screenshots of the game as it was just before you paused, and share them with friends on social networking sites. This is a fun feature for showing off cool
or funny things that you character is doing.
Just remember

to

avoid spoilers! Don't ruin anything for your buddies.

EXPERIENCE
Experience points help you increase in power. You get them by completing
quests or killing monsters. Even weak creatures, like bats, are worth some
experience. The more dangerous creatures in the land are much more
valuable.
Anything
gigantic, like
a Cyclops
or Chimera,

Dragon's Dogma bas a wide listing of attributes that influence your hero and

is worth

the pawns that you control. Some of these attributes are intuitive for anyone

thousands of

who is a frequent player of role-playing games. However, a few of these are

experience,

more specific to this game.

as opposed
to a modest

LEVEL
A character's level indicates their overall development and progress. It's
a quick way to say, "How powerful am P" Characters increase this stat
by gaining experience. When it reaches a set goal, the level goes up, the
experience needed for a level resets, and the character gains Hit Points,
Stamina, Strength, Magick, Defense, and Magick Defense.

handful.
The amount
of experience
you get for
the same type
of creature is
slightly influenced by you.r hero's level. The higher you are, the less a given
type of monster is worth. Tbis doesn't change by a huge factor, so it's often
not a concern.

The greater issue is that characters need more experience ro gain eacb
consecutive level. You need abour 16,000 experience

to

gain level 21, but

level 16 might have required less than 9,000!


Because of this, leveling slows down as

YOLI

get stronger and stronger. It's

true that you can fight bigger and better monsters, but even that increase in
experience earned per hour doesn't fully compensate for the higher demand.

Characters in Dragon's Dogma progress from level 1 all the way up beyond
level 50. You can go even higher than that, bur a level 50 character can easily
master anything that you're likely ro encounter in most of Gransys.

HIT POINTS
Hit Points (HPs) reflect the Health of a character. Having more Hit Points
allows someone to sustain greater damage before dying in combat. Melee,
missile, and magick attacks all do damage ro Hit Poinrs. Your hero's HPs are
shown as a green bar on the bottom lefr side of the screen. If that bar empties,
your hero collapses and dies (and you must load a saved game).

Prevent this by keeping healers in the party, using restorative herbs, and
getting out of the way before monsters attack. Stronger armor mitigates
incoming Hit Point damage, so that is also a great way to keep your Hit
Points up.

STAMINA
Stamina is shown as the orange bar beneath your Hit Points. It's an indicator
of your character's endurance. This determines how long they can run and
how many special Weapon Skills they can use. Depleting this bar doesn't kill
your hero, but taking it all the way down does have consequences. A hero
without any Stamina has to StOPand catch his or her breath. You aren't able
to control your hero during this time, leaving you quite exposed.
Whenever possible, Stop using Stamina when the bar is low so that your hero

RANK

can recover without becoming winded. Stamina is restored naturally over


time. Don't sprint, use Weapon Skills, or hold up your shield. All of these
either use Stamina or prevent it from refilling properly.
Special herbs can also restore Stamina, and they're very useful when running
around the world, fighting large creatures, or fleeing from battle. Heavier

Each vocarion has a rank. This is a way of showing how far you've gotten
wirhin that vocation. Various skills unlock as you go up the chain. Before you
can use them, these skills still have to be purchased while at an inn, but they
don't even show up if you're low rank.

characters require more Stamina for rheir activities and they regenerate it

Your characrer can get all the way to the highest rank in any given vocation

over a longer period.

and still be at the bottom of ones that they haven't tried yet. These ranks go

VOCATION

translate into ranks for any others, even if you've reached the maximum in a

up through experience, but experience you gain in a single vocation doesn't

given field.
Each hero and pawn has a vocation. That's an indicator of a character's class,
job, way of acting, etc. At the beginning of the game, there are three basic
vocations: Fighter, Strider, and Mage. These progress into advanced or hybrid
vocations that are even more specialized: Mystic Knight, Warrior, Assassin,
Ranger, Magick Archer, and Sorcerer.
Vocations can be changed after a certain point in the early game. That said,

Ranks rise as you level in a vocation. You don't need to do anything different
or special for your rank to go up. The only danger lies in switching vocations
too often. This COStSDiscipline Points and spreads around your experience,
making it hard to max out each vocation.

DISCIPLINE POINTS

a huge amount of your character's attributes and abilities are determined by


their current vocation. For instance, Fighters can use heavy armor, swords and

Discipline Points are a form of accrued experience. As you fight and

shields and learn abilities that are based on getting attention from enemies,

level, your characters earn Discipline Points. Tbese are spent while you're

surviving battle, and fighring at close range.

staying at inns. Each innkeeper offers you the option to purchase new skills

You should try to find a vocation that suits your sryle of play. Form a ream of
pawns thar shores up rhe weaknesses of rhar vocarion so rhar monsrers can't
exploit any of your vulnerabiliries without getting slammed by your pawns!

or manage the ones you already have. Discipline Points let you switch
vocations, pick up active Weapon Skills, or learn various types of passive
abilities. Once learned, these abilities are equipped and influence a huge
amount of your combat potential.
Players are allowed to control the Discipline purchases for their main
character and primary pawn. You cannot change the skills for either of your
two secondary pawns.

STRENGTH
Strength is a baseline damage attribute. Your physical damage output wirh
melee and missile weapons is determined by this. Fighters and Striders neeo
to have a huge amount of strength. Mages can live without it!

MAGICK
Magick controls the bealing potential and damage output of spells. Pum
this as high as you can if you're in a casting vocation, but leave it alone if
you're focused on physical melee or missile weapons.

DEBILITATIONS
Debilitations (which you may know as de buffs or ailments) are negative
effects that can influence your characters. Here is a list of the game's
debilitations:

STAGGER AND
KNOCKDOWN

POWER

Caught on Fire

You lose 24 HP every second

Frozen Solid

Your hero takes double damage from all attacks

Doused (Oil)

Your hero takes double damage from fire-based attacks

Doused (Water)

Takes double damage from ice- and thunder-based attacks. but take>
less damage from fire

Poison

Characters take damage over time (-20 HP every 6 seconds)

Sleep

Characters drops to the ground and cannot act for a given time (If
struck, your hero wakes up but takes 1.5x damage from the attack)

Torpor

Slowed movement

Silence

Spellcasting is impossible

Weapon attacks have the potential to disrupt enemies, pushing them back
and stalling their movements and attacks. Stagger Power and Knockdown
Power are measures of that potential, and they're wonderful

to

have.

Substantially lowers all attributes (Your attributes are set to 60% of

Curse

Characters tha?"use extremely large and heavy weapons are ideal for throwing

their normal total, and your character takes 40% increased damage)

enemies around or keeping them locked down in a defensive posture.

BI ndness

The screen goes dark. limiting the ability to see where you're going
or what you're atlacking

ELEMENT

Possession

Movement

is limited as the character

takes damage over time,

possessed pawns attack your party

Petrification

The character starts turning to stone; after 40 seconds, you solidify


and are killed if struck

Skill Stifling

Prohibits Weapon Skills

Lowered Strength

Attack power lowered to 70% of normal

Lowered

Increased physical damage taken (30% higher than normal)

If any spells or equipment pieces are giving a character elemental enhancements,


it's shown in the character screen. This is used to exploit elemental weaknesses in
your enemies, or to protect characters from damage that is based on those same
elements. When fighting enemies that are weak to a given type of elemental
damage, it's extremely effective to spread these bufls around.
Goblins don't like fire. A mage in the grOIlP could cast fire spells a/ld kill some
Goblins and Hobgoblins rather quickly. But that same mage (ould do all euen
better job by casting Fire Affillity

011

Defense

Lower Magick

Magick power lowered to 70% of normal

Lowered Magick Defense

Increased damage taken when struck by spells (30% higher than


normal)

the group's Fighters and Striders. This alknos

everyone to exploit the enemies' ueaeness instead of jmt one person.

DEFENSE

Enhancement

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Catches enemies on fire, deal n9 damage over time

Causes enemies to become frozen solid, taking double damage from


future attacks

Resistance

to

physical damage is determined by Defense. Increase this stat by

gaining levels and wearing more powerful armor. Often, melee vocations have
the best Defense, while magickal vocations have the worst.

Deals damage to nearby enemies


Absorbs a portion of damage dealt to enemies as healing for the
character 110% of the character's base magick defense)
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Deals additional damage to the target (10% of the character's base


magick attack)

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Magick Defense prevents spells from doing as much damage as they would
otherwise. Raise this by gaining levels or wearing armor that is more focused

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No loss of stamina

Double experience from defeating monsters

f3 ..

MAGICK DEFENSE

on mystical powers than on physical defense. Look at rhe details of your


equipment while putting it on and you can see the effect on Defense and
Magick Defense as you switch back and forth.

Double gold that is found out in the world

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Nullifies debilitations

PIERCING RESISTANCE

+20% attack power

Piercing Resistance reduces damage taken by swords and arrows.

Only 80% damage received from physical attacks

STRIKING RESISTANCE

+20% magick power

..

Magick damage received is only 80%

Striki ng Resistance reduces damage taken by bammers and other bigbimpact weapons.

STAGGER RESISTANCE

CONDITION

~tagger Resistance is resistance co being disrupted by incoming damage.

Debilitations and enhancemenrs rhar are currenrly affecring a characrer are

This is very imporranr for melee characters, bur it's good to have for jusr

listed in this seerion of the Srarus Page. It's a quick place

about anyone.

KNOCKDOWN

RESISTANCE

go ro find OUt

MONIKER

This is resistance co being knocked down by incoming damage. This is very

This is the shortened, generic name that is shown when someone is perusing

important for melee characters, bur it's good co have for JUStabour anyone.

one of your pawns.

ELEMENTAL RESISTANCE

GENDER

This is resistance

to

what's going on with your people.

to

addi rional damage taken when srruck by elemental spells

This reflects whether a character is male or female. This has a major influence

or weapons which are augmenred by elemental enhancements.

on height and weight limitarions. It also influences a few interactions within

DEBILITATION RESISTANCE

your development).

This is the chance

HEIGHT

to

the game (though nor many, and nor

complerely shake off the effects of each debilirarion that

to

a point where ir's going co hamper

srrikes a characrer. When facing some monsrers, this is an unimportant srar


because they have rrivial debilitations or none at all. It's exrremely useful

This is how rall your character stands. Height also influences weight maximums.

when fighting other foes such as casrers, spectral enemies, Harpies, and other
crearures with debilitating abilities.

WEIGHT
You can see rhar rhere are major advantages

to

aU of rbe weighr categories.

Small characters can't carry very much equipment, but they ate fast and
mobile. They stay active for longer and regenerare from exhausrion in rhe
blink of an eye. They make superb Striders. To make up for their weight
limirarions, foist exrra gear and irems off on your primary pawn (and make
rhem a heavier character)! Middle-rier characrers don't have any weaknesses,
and that's prerry darn useful. They can
Weight Classes
,

.,

.
50 KGs

Under

equip heavier armor while srill being

.,

agile enough co cover some ground.

SS

50-69 KGs

70-89 KGs

Heavy charaerers should carry herbs

90-t09 KGs

co rescore sramina. This negates their biggest weakness without causing any major problems. Thar said, you can't do

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much abour rheir speed penalty. If you like hit-and-run characters, don'r ser your weight tOOhigh!

KGs

Effects of Weight

.,
SS and S
M
Land LL

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., .

1.8x (Great)
1.0x
0.6x (Bad)

..

...

0.5x (Great)
l.Ox

1.0x

65 KGs

2.0x IVery Bad)

.8x (Bad)

100 KGs (Great)

1.15x (Greati

40 KGs (Very Bad)

FOE KNOWLEDGE
This is a pawn arrribure. The more pawns fighr a specific rype of enemy, rhe more rhey learn
abour attacks rhar do or don't wack againsr rhar rype of foe. High foe knowledge is extremely
good co have because rhe pawns focus rbeir atracks on areas of the crearure rhac cause mote
damage. Tbey also ler you know which elemenral arracks are more effeaive.
Foe knowledge increases over time as tbe pawns encounter more and more enemies. It can also
be raised by using tactics scroUs rhar are found rhroughouc the world.
"Harpy Taatc Volllme 1" wOllld gi'''' basic knowledge abost fighting Harpies to all of YOllr current paun

24

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PAWN REVIEW

QUEST KNOWLEDGE
Quest knowledge gives the pawns mote helpful things to say abour your
prioriry quest. This increases while you work on the quest, and it's mainly
useful for other players who end up using your main pawn. If your pawn has
done the entire quest, someone is more likely to pick up the pawn and get
assistance from
them. That
nets you more

Rift Crystals.
All of this
is explained
more in the
pawn chaprer.

Other players who have used your primary pawn can review them and rate
their appearance, battle usefulness, and helpfulness. Configure your primary

It's a rather complex system, and you don't need to worry about it while

pawn to be powerful and attractive, and then take them through as many

learning rhe basics of this game.

quests and areas as possible. That's the best way to get a good review.

AREA KNOWLEDGE

OWNER INFORMATION

Similarly, your pawns pick up information about various regions as you take

Other people's pawns have this panel in the Status Screen. You can find

the characters through the game. Higher area knowledge gives the pawns

rhe moniker of rhe person who made the pawn. You also ger to learn the

more useful things to say in the future. They're more likely to point out

person's level, vocation, rank, and play time.

Out

harvesting points, side areas, and so forth.

Let's get to the really fun stuff] Everybody likes combat, right'
When you first get into the game, things feel like a fairly standard action
role-playing game. Yon have light attacks, heavy attacks, and either some
skills with your weapons or spells to cast.
There is a lot more to combat in Dragon's Dogma. Character size, positioning,
weapon types, and enemy weight all play major factors in these encounters.
Mastering the system makes your fights even more fun, and it's possible to
kill large creatures and massive groups without having to resort to slower and
more cautious techniques.

ENGAGE ENEMIES ON YOUR TERMS


Enemy attributes aren't shown anywhere in Dragon's Dogma. You can't size up a target and say "Well, that's three levels below me, so this should be easy." You
get to evaluate rhe creature visually, and that's it.
As such, you need to size up battles carefully before committing to an encounter. Look at the size of your opponents and consider what type of enemies they
are. Will ranged combat ensue? Do your foes have spellcasters? Should you switch to more defensive gear or put on an accoutrement that protects against
specific debilitations'
These questions should be answered before the fight starts. Once people are
swinging, you can't change your equipment! It's fight or flee time.

- :-

ALWAYS BRING A FULL TEAM


There aren'r any advanrages to walking around by yourself. Throughout

If something is glowing, attack that first. Dragon's hearts and Golem


are obvious weak specs. Arrack them for maximum damage.
Listen to your pawns while fighting each creature. In the din of battle,

most of the Story, you're allowed to have your hero, a primary pawn, and tWO

it's sometimes hard to hear what everyone's saying, but there is useful

guest pawns in your party. The more, the merrier! Keep all three pawn slots

information there. When a pawn figures out an enemy's weak poinr or

filled. The extra damage and healing let you seize more treasure, quickly win

elemenral vulnerability, they'll shour it out. Take heed!

encounters, and have a great time.

LIGHT AND HEAVY ATTACKS


Light attacks offer fast damage withour any delay or lise of Stamina. They're
low risk with moderate reward. The weapon you're using for the strike
determines a great deal about the swing's properties. For example, onehanded longswords do fast damage in a small area. They're best for fighting a
single enemy and dropping them quickly. Two-handed hammers, even with
ligbt swings, cover a massive arc and deal substantial damage to everything
that comes near.

LOOK FOR VULNERABILITIES


Use ranged attacks on enemies that don't have ranged weapons. Hide around
corners from casters and ranged damage dealers to force them to come inro
melee range.
Always set up
battles in a
way that favors
your team!
Fighting
retreats are
lethal against
large groups of melee opponenrs. Tell your pawns to come with you, and

Use light attacks most of tbe time. They give you a way to deal damage while
looking for more of an opening. Heavy attacks ate better against crippled,
grappled, or otherwise distracted targets. The modest increase in damage
delivered is rarely worth the increased swing time of the arrack unless you're
absolutely certain of scoring the hit.

then back away while tossing spells or shooting arrows inro your hapless

For a pure damage upgrade, there are often offensive Weapon Skills that do

victims. This is also a great way to punish slow, larger enemies. For

the trick better than heavy blows.

instance, a Cyclops can't do much against a fully ranged parry!

HIT THE WEAK SPOTS

JUMPING BLOWS
Jumping attacks don't take as much rime as you'd think. They're wonderful

You should also find areas on each creature mat are vulnerable to damage. Most

for knocking flying targets OUtof the air, and you can ambush people with

targets have weaker heads, but eyes, necks, and hearts come inro play often

rbem as well. Jump off of ledges, or just hop in place to give yourself more

enough roo. Look at each creature as a puzzle and test damage against different

vertical attack space. When fighting larger monsters, you can jump and

body pam to see what happens. You might be surprised ar the results.

attack to hit their heads, wings, and other vulnerable areas.

Legs often take less damage, but heavy melee characters are awesome at
slamming the lower body. Witb enough size and strength, a melee character
can topple a beast. This leaves the crearure exposed and defenseless for a time.

What we said above abour heavy attacks isn't pertinent when jumping. Heavy
attacks are fairly fast when you're in the air. They let yonr hero come down
on a target with a dedicated swing. You can knock down enemies, deal high
damage, or otherwise have fun messing with them while leaping around.
26

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27

GRAPPLING WITH FOES


Certain larger and smaller enemies can be grabbed. Larger enemies can't be held down or
disabled, but grappling gives your character a chance to climb onto the beast. Use this as
a way to reach the upper back, head, or whatever area seems vulnerable.
Be wary though! Monsters don't like people climbing on them. If you get onto an area
that is easily clobbered or shaken off, the monster is likely to focus on you. Backs are
often the safest parr of a creature's body. Arms and legs are risky and don't have much of
a payoff. Heads and necks are dangerous but give you the chance for major damage if you
get things right!
You can even jump and then grapple with a target. This saves time and lets you start on a beast's back, head, or side.

ATTACKING

WHILE CLIMBING

Grappling heroes can only use light attacks while holding onto the monster.

PICKING

ON THE LITTLE GUYS

It's also effective to grab smaller monsters. Your hero can pick up anything

A heavy attack causes your character to let go of the beast and make a big

that is human sized or smaller. Doing so encumbers your character and

slash while jumping off of the foe. It's a good final insult when you have ro

leaves them

let go of your foe.

somewhat
defenseless,
but it disables
the enemy as
well. If you're
down to a
single target,
rhis can be a
wonderful way to take the enemy Out of the fight while your allies come in
and work the sucker over with some brutal stabbing.
Take advantage of this if your allies grab someone. Rush over for the free hits!

Remember to watch where you're hitting. Blows against well-defended parts


of the body do very little damage and aren't worth your time. You migbt
even end up doing less damage than you would from the ground. Test your
attacks and see where they do the most good.

They do greatly increased damage.

SHEATHED WEAPONS
Your hero can manual! y sheathe/unsheathe his or her weapons, but this

While climbing on a chimera, attack the base of the goat and serpent heads to serer

isn't terribly important in a combative sense. Most city folks and guards

these. This reduces the damage output of a chimera by a huge margin.

don't worry about your hero walking around with weapons bared, and
monsters can't get the drop on you because every attack button automatically
unsheathes your weapons if needed. This is purely an aesthetic choice.

THE BETTER PART OF VALOR


It's always better ro run than

to

die needlessly. The game is lost if your hero

ever falls in combat, even if there are pawns around that are still mobile. As
such, you should flee if a fight looks tOOdangerous. That's doubly the case if
you haven't saved the game recently!

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To run away, make sure rhar your Stamina is as high as possible. Use herbs to
restore lost Stamina, as needed, and then sprint away from your enemies. Try
to go back the way you came; this avoids the scenario where you hlindly run

ADVANCED MELEE TRICKS

AND TACTICS

into even more enemies and make the situation worse for your party.

GOING FOR THE KILL


Unless you're trying

to

get the enemies' attention <aswe explain in a

moment), your goal is to kill targets and move on. You don't want ro do
char by running around the field while attacking everything that moves.
This distributes your damage and makes fights take longer before individual
targets are killed. That's bad! You want to focus fire on single enemies so that
they die as quickly as possible. Slain enemies can't hurt you, knock down
pawns, or cast debilitating effects.

Use pawn commands to order your parry to "Come" with you. This is very
important because your pawns end up staying

to

fight otherwise. If they're

taken down and you aren't there to revive them, the result is a bunch of dead
pawns that you have

to

replace!

Look for ladders or ledges when running through areas with vertical inclines.
Enemies don't navigate these very well, and that makes it easier to secure
your escape. Chokepoints are useful too. Look for narrow areas where your
hero can make a desperate stand if you aren't able to get away. These areas
prevent larger groups of enemies from surrounding your character.
Enemies eventually give up the chase. Run far enough or long enough and
the bad guys usually head home. Resupply and come back later, when you're
more likely to win the day.

through in moments, take them our before going after bigger game.
!l. Cyclops and several Gddins attack yolt, party. Dispatch the Goblins illlmediately
so that YOllrpatens don't get hacked apart by them while you're worrying abollt the
larger threat. Once the Goblins are down, it's nUII.-heasier to take

ATTACK PRIORITIES
Monsters aren't all fools; they try

When a fight begins, quickly assess the enemies to determine where you
should srart fighting. If rhere are many lesser enemies rhar can be torn

to

determine the most dangerous opponent

0111

the Cyclops.

GETTING ATTENTION

in your group, and they'll kill off that person first if you give them the

Your hero is naturally better at taking on enemies and surviving than the

chance. Let's explain the rules that influence monsters' decision making about

computer-controlled

who

attacking you instead of your allies. Pawns tend

to

attack.

pawns. For the most part, it's better if enemies are


to

walk right into danger,

take more hits, and have a hard time running away ro regroup.

Rules That Affect All Monsters

If you want to

Has a character injured the monster in question)

protect your
Is the person vulnerable (from knockdowns, wounds, magick damage, etc.)?

party, collect

Which character is closest to the monster?

enemies and

Has the character used a skill rhar provokes enemies?

force them
to focus on

Has anyone depleted their Stamina bar?

your character

During specific encounters, there might also be changes based on the

instead of

presence of NPCs, monsrers that go after men/women first, and so forth.

the pawns.

The general idea is that you can get more attention from monsters by staying
in front of your party. Deal damage

to

as many targets as possible <even if the

damage isn't that high at first), and use provoking skills ro secure additional
monster aggro.
To avoid attention, hang back, ler your pawns attack first, and use herbs

Fighters and
Warriors

are good at
this. They
have skills

to

ensure that you never rotally exhaust your supply of Stamina.


These rules are useful. Use them to keep monsters focused on characters with
heavier armor and high health. That makes ir easier for your group's healers

that either
attract enemy
attention directly (such as Fighters pounding on their shields) or they can use
wide-area attacks to start hitting enemies en masse.

to keep up with incoming damage. It also leaves vulnerable casters co go

For situations with many opponents, you need to hit or threaten all of the

about their work without being constantly interrupted, knocked down, etc.

enemies at the beginning of a fight. You shouldn't pick specific targets for
killing until most of the enemies are coming after you.

28

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For easier encounters, it's usually better ro stay on kill dury and nor worry
about getting enemy attention. During make-or-break fights, you do yourself
a big favor by collecting the monsters. This does more than protect your
pawns. Ir saves time because you don't need ro run around reviving downed
pawns, which can be risky and frustrating if you're already busy doing
important things.
Another advantage of collecting enemies around your hero is that crowd
control becomes more effective. Knockdowns, disabling spells, and other
skills that delay enemies are more effective when you bunch all of the targets

MISSILE ATTACKS
GO FOR THE EYE!
Ranged characrers don't have as much potential for immediate damage
compared with good melee characters or mages. However, someone with
good aim can make up for tbat in spades. The game's archers have more
potential ro hit vulnerable areas on crearures without needing to jump and
attack, grapple with rhe enemies, or wait until the creature is knocked over.

into a tight space. Make sure that your character is surrounded by targets,
and watch as your attacks slice through many opponents at once, effectively
multiplying your damage output.

Shoot various locations while you're getting to know each type of enemy.
Watch the target's health bar with each attack, and notice if tbere is a huge
difference between hitting something in the head, the body, or other location.
Many crearures take more damage when struck in the head. Some foes have
visible armor that you need to avoid. Archers make short work of these
Make sure that your party has access to at least a spell or two that affect larger
areas. Sorcerers can do amazing things, and a brutal amount of damage, when

hardened foes, while melee characters have much more trouble with them.

RANGED DAMAGE

someone else clusters their victims!


Missile damage is determined by irs own sysrem, and it's rather complex.

Knockdown Duty
Knockdown dury is a specific subset of this technique; large characters are the
best for rhis. Ger a heavy weapon and learn a skill that has a chance to knock
an enemy over (e.g., Corona Slash). Warriors with their two-handed weapons
are ideal for knockdown attacks.

Your archer's weapon, arrows, and attributes determine the maximum


damage that can be done by a shot, bur there are other factors that conrribure
to the final score.
Missile Range (Bows)
I

I,

Missile weapons do their best

... , ,

0-10 Meters

High

11-25 Meters

Moderate

26-30 Meters

Low

31-90 Meters

Very Low

damage at specific ranges. Some do


their best damage up close. Others
are ideal at medium range. You
need ro find our whether you're
using a bow, longbow, or speJlbow

to determine this. Our tables show you which range is best for each of these

missile weapons.
Bows don't do as much damage per

to keep the enemy on the ground and let your party score free attacks over

and over until the victim dies. If you're doing this with multiple enemies,
your parry has a good chance of winning the day without taking many hits.
Characters need high Stamina to stay on knockdown dury because the
weapon skills chew through Stamina rather quickly. Carry extra herbs to
resrore your Stamina in the middle of these fights.

....

but they have the besr firing rare

0-8 Meters

Moderate

9-25 Meters

High

(and rhey don'r weigh much). These


Once you're ready, rush an enemy and knock them down. Use your skill again

Missile Range (Longbows)

shor as longbows and spell bows,

weapons are ideal when you can

I.

26-33 Meters

Low

34-90 Meters

Very Low

stack a number of bonuses on your


character, such as elemental affinities. You have

to

get up close and personal

with enemies to be at your best with bows, so make sure that your character
is fast and mobile. Be ready ro flee at a moment's notice'
Longbows are heavy weapons that knock around enemies and do the best
damage per shot of any missile weapon. They have a fairly wide range for
ideal damage (9-25 meters), and you don't have to get as close

to

your

enemies as with a shorrbow. All of chese are major advantages. The higher
weight and slower firing speed of longbows is oo1y a modest tradeoff. It
doesn't keep them from being incredibly powerful.

Spellbows are easy to use, are faster

MissileRange(Spellbows)

than longbows, and don't lose much

force if you fire them at medium

0-15 Meters

or long range. Really skilled

..

I.

High

16-60 Meters

Moderate

Though by no means necessary, it's extremely effective

to

have two casters in

a party. Have one character (often a Mage) focus entirely on party support.

players can do more total damage with a longbow, but novice players benefit
immensely from spellbows because of their ease of use. You can fire at almost

Give them one or two offensive spells

to

protect themselves, and then give

the caster healing, debilitation removal, and elemental support:


Anodyne (Healing)

any range without fear of damage loss. In addition, the magick arrows these

Halidorn (Debilitation Removal)

bows fire hit more often even when your aim is off by a slight margin.

Fire Boon (Elemental Support)

Spell bows use your character's magick attack

With those in place, you have a caster that can heal wounded allies, protect

to

deal damage. This is a good

thing against enemies with poor magick defense, but it's a problem against

the group from nasty status ailments, and improve physical damage Output

enemies with higher magick defense, such as Golems and Liches.

by giving everyone fire-based damage.

HIT AND RUN


Though it's a slow technique for killing, archers have access to one of the
most safe and reliable methods for winning: the old hit and run. Using a mix
of difficult terrain, sprinting, and fast aiming, a ranged character can attack
enemies, flee, and repeat their attacks when they get some distance. There
aren't many creatures in the game rhat respond well

to

this. Many don't have

their own ranged attacks!

learn as many of the elemental boons as possible, and swap out the one you
have if you know that you're going into an area where another would be more
useful. Throw holy spells on there if you're going into the Catacombs. Fire is
great in the wilderness because so many enemies are vulnerable to flame.
Use your remaining spell slots to ger some single-target and area-of-effect
damage spells on your caster. They aren't as deadly as a Sorcerer's spells, but
they still help considerably in each fight.
look for areas with elevation changes. Those are the best for hit-and-run

THE DAMAGE CASTER

ambushes. Your hero navigates these better than the monsters, and when
enemies finally reach your hero, it's only a moment's work

to

slide down a hill

or sprint away yet again.

Spellcasters that are trained for damage output drop enemies faster than
almost anyone else in the game. You need to have access to all three elements
all of the rime. Using the same element for all of your spells is a bad idea

MAGICK

because you can't exploit each enemy's weaknesses. learn which element to
use against each foe and see what a difference it makes.

HEALING AND PARTY SUPPORT


It's hard to have a caster be good at both killing enemies and supporting
the party. You have a limited number of slots for equipping your spells, and
there's always more to learn. You have to make some hard choices.

Sorcerers are the kings and queens of magickal spell damage. They use staves
that are much more powerful than their Mage rivals. However, they don't
have access to as many spells that aid the party directly. It's a rough tradeoff,
and that's why we suggest having two casters in a default party.

30

Thus, a pawn that starts casting Bolide over a second before your hero causes your
character to complete their casting of Bolide one second earlier. This is a way to
increase effectiveness by reducing casting times in multi-caster parties.
Spells That Are Affected by Double Casting Rules
Bolide

Seisrn

Gicel

Maelstrom

Fulmination
Though this rule is called double casting, it can apply to a third party
Against weaker monsters, you don'r see that much of a difference between the
casters. A Mage can blow a Goblin in half just as well as a Sorcerer. However,
a dedicared Sorcerer shows their true colors when fighting against Cyclops,
Chimeras, and other big game. Health bars melt when Sorcerers use the right
elements against their victims.

member as well. Make sure

to

grab these spells and use them on multiple

casters if you have a party with several capable people.

USING DEBILITATIONS
If an enemy can't see, it can't fight. Your spellcasrers have jusr as many cool
debilitations as your enemies. It takes quite a few slots to make a dedicated

Get the best staff you can find, pile on equipment that raises Magick, and kill

debilitation caster, but it is an option.

everything that stands in your way.


This third variety of spellcasrer is the least popular, but that isn't because
of their utility. It's more thar healing is always a useful addition to a party,
and raw damage output is more easily enjoyed. It's direct, visceral, and easy
to

understand.

You're most likely

to

configure a debilitation caster if you are making a

party without many heavier members. For example, a party without a


Fighter or Warrior isn't going
debilitation caster

to

to

take enemies on as aggressively. Switch in a

Stop the enemies from reaching the part)' as easily and

from doing much damage when they do arrive!


Because it's harder to find and recruit a good debilitation character, you
might want to configure your hero or your primary pawn in this role if

Double Casting

it interests you. The good news is that you can swirch a few spells and
Several spells have powerful synergy when cast by multiple characters

go between this role and either healing or damage. So you're not locking

simultaneously. These spells will complete at the same time even if the

yourself into anything permanent (or even long term) by trying a character

characters involved in their casting start at different times.

with more of these abilities.

more on Vocations
lUI of tbe game's skills and vocations are discussed in our Vocation (bapter. 8efore you figure out wbat type of party to use, read
tl]rougl) tbat chapter and decide "'1)9t would erctte you tbe most.

~embcr

that you can swap in new secondary pawns It any time. Jt takes bours to reach your hero and primary pawn an entirely new

vocation. tBetting two new pawns can be a matter of minutes.

your bero and primary pawn, try to pick a eocation for cacb that you think you'll re.llly enjoy, and erperirncnt I)enl'ily witl) your

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Gransys is large enough that you can't get around in the blink of an eye, Learning how to travel efficiently is a great way to save hours of game time that is
better spent adventuring, killing monsters, and completing quests, Let's talk about the ways in which you get around,

WALKING
Walking and sprinting are the most basic means of travel. Early in the game,
they're pretty much all you have to rely on, Take a look at the main map, plot
a good course for yourself (using Waypoints if you're worried about getting
lost), and then start exploring,
Sticking to the roads often takes a little more time to travel through the
region because they don't cut across hills or dangerous territory, That said,
you still end up getting to your destination faster when you use the roads,
They prevent parties from losing their way, and they also cut down on the
number of attacks from random monsters, Fights certainly take time, and
running away
from monsrers is a hassle if you're worried about your pawns getting hurt.
Use to the roads and only cut across the wilderness once you know more about your
destinations and how to deal with the obstacles along the way,
It costs money to munch on herbs constantly, but one way to speed your trips is to sprint
while eating herbs char restore Stamina, This isn't really affordable in the early game, but it's
relatively inexpensive by the time you Start doing work in the capital,

SHORTCUTS

FERRYSTONES

A more reliable timesaver comes into play after you explore several dungeons,

Pick up a Ferrystone in Gran Soren. This Ferrystone is in the northwestern

There are several dungeons that have multiple exits, Sometimes these areas

part of the capital, in the Craftsman's Quarter. These stones teleport your

are far apart in the Gransys wilderness. Compared with walking across the

entire party back to the Portcrystal at that location, You can use these at

continent, it's fasrer to rush through a dungeon that you already know and

almost any time, and they're a wonderful way to avoid a long overland trek.

have somewhat cleared of enemies,


Examples of good shortcuts:
The Ancient Quarry connects southern and central Gransys and is almost
enemy free once you've cleared its Ogres,
Dripsrone Cave jumps between Cassardis and the wilderness north of the
Encampment, It's not a big shortcur, but it's not bad,
Northeastern Witch wood connects with a cave that exits near Cassardis;
use this for a fast way home from the west.
The Catacombs has exits near Gran Soren; you can jump into the northern
wilderness with only a moment's work.
Soulflayer Canyon jumps between an east and west entrance, avoiding the
winding road through the cliffs,

<,

The Ferrystone at that location takes a long time to regenerate, You only find
it after days of waiting, To get others, shop at The Black Cat-for

a usurious

price, Or, talk to Fournival in the Noble Quarter a little later in the game,
He sells Ferrystones at a fairer rate, and questing on his behalf gives the
option to lower the price even more, Ferrysrones don't become cheap until
you're at the end of the game, but they're worthwhile long before then.

32

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PORTCRYSTALS
Portcrystals are where you appear when you use a Ferrysrone. The initial
Porrcrystal is in Gran Soren, as we explained. However, you can find others.
A[ [be top of Bluemoon Tower is a Portcrystal that you get during a quest for
Ser Maximilian. Take this Portcrysral somewhere important in the wilderness
and then use it. Your hero drops [he crystal off and can then Ferrystone to
that location or to Gran Soren.
Portcrysrals can be deployed anywhere outside, and they can be retrieved
whenever you want. Leave them in [he south (near the Shadow Fort) when
you're doing quests that takes yom party all the way Out there. Grab it later
on and put it in the far western areas to handle thar questing.

DANGER!

WEATHER

Leaving the roads is bad enough, but there are some places in Gransys that

Gransys is on the coast, so you'd expect its weather to vary even during the

are even worse than others. You'd do well to learn where to travel before

mosr gentle seasons. That is indeed the case, and each day has a chance for

gerring yourself into trouble.

clean, parrly cloudy, or cloudy skies. It's much darker when you travel under
cloudy skies, so we recommend sleeping an extra day at an inn to get to
better weather. The more you can see, the safer you are!
There are orher types of natural events that are worth noting:
Strong Winds: Occur in the north; they push back against your character
in one direction, making progress quite slow
Fires: Anything that touches a fire, bonfire, etc. gets set alight and
takes damage
Shallow Water: Douses your characters, making them vulnerable to
cold-type effects but stronger against fire
Deep and Very Deep Water: Cannot be passed through for long,
causes pawns to be lost, and returns your hero to the nearest shore

Careful players can explore areas long before these minimum levels. We

Miasma: Found in swampy areas; rhese can only be crossed safely at night,

only listed these numbers to give you a general idea of when you might be

when fireflies are out. Otherwise, characters suffer from Poison, Blindness,

comfortable fighting and adventuring in a given region.

or Silence when going through miasma

Due ro the open nature of Dragon's Dogma, you might end up going through

Healing Springs: These pools heal wounds, remove negative statUS

some of the areas at a much higher level. People who do all of the quests and

effects, and aid your hero and pawns tremendously; bottle their water

enjoy fighting everything they encounter are going to blow through levels

to take some of the useful substance with your party

quickly. They rarely corne into a location without the firepower to deal with
the creatures that live there.

Falling Rocks: These traps deal heavy damage if they hie anyone; avoid
them by spriming away, or attack rhe bouldecs from range
and destroy them

Hobgoblins, Direwolves, Specters,


Chimeras

to

try

INTERACTABLE OBJECTS
Some objects that you find in Gransys can be used by your party in a direct fashion. Here's what you can do with them!
Object

Object

Use

Ritt Pedestals

Heal

Wooden Boxes

Destroy them to get treasure; the smaller bam can be picked up and thrown at enemies

~awns, remove negative status effects from pawns, and let your hero recruit allias

Rocks

Pick them up and throw them at enemies

Water Flask

Throw at enemies to douse them

Use

Wire Trap

Make sound whenever someone steps throujh them; found in heavy goblin areas

Pressure Switch

Put weight on these to trigger them (otten to open doors); more weight causes them
to complete the process more quickly

Gate Levers

Pull trem to activate a door nearby; if the lever is missing, search the dungeon for
something suitable

Oil Flask

Throw at enemies to douse them in oil, leaving them vulnerable to fire attacks

Poison Fask

Thro", at enemies to Poison them

Kindling

Can be thrown at enemies

Barrels

Can be thrown at enemies

Bird Nests

Destroy to get edible items

Explosive Barrels

Destroy them at range or throw them at enemies; detonate to deal very heavy damage

Ore Veins

Harvest metal here if you have a pickaxe

Ballrsta

Ranged siege weapons that can be used by lour hero or goblins; can be destroyed

Foraging Points

Old bags, rusted armor, a1d similar objects can be foraged for crafting or
combioable Items

Turret

Manned siege weapons,

Breakable Walls

Some walls can be destrcyed with powerful magick, explosive barrels, attacks from
giant monsters,

or heavy blows from a Warrior

Loot these to get higher Qualitytreasure; more elaborate chests often have the best loot

Chests

found at the Encampment

Inns are the best places to go when you need a moment to rest and regroup.

Inns have different prices for staying. These grow more costiy in places like

Initially, inns are only useful for rest and storage. Once you go to the

Gran Soren, but you never have to break the bank to stay anywhere. If you're

Encampment, you get the option to start learning skills while relaxing.

low on cash and need to resrore everyone's Hit Points, wander around the

Finally, in Gran Soren you get to play around with vocations for your hero

wilderness while eating any food that you come across. This restores both Hit

and primary pawn.

Points and maximum possible Hit Points and you don't have to pay a single
coin to do it. Kill monsters on the way for more experience and possibly some
extra treasure.

TIME'S PASSAGE
Time in Dragon's Dogma passes whenever you aren't loading, looking through
the pause screen or your inventory, or dealing with curscenes. It also stops
when you're talking to pawns or are inside a Rifrsrone.
Normally two minutes in the real world correspond to one hour of time ingame. Thus, it takes 48 minutes for a full day to pass if your hero doesn't go
to an inn to rest.

RESTING

Enemies aren't the only things that are sometimes dependent on the rime of
day. Certain items, such as Sunbright and Moonglow can only be found and

Resting is tbe most basic function of an inn. Your entire parry is restored to
full Hit Points and Stamina. Any remaining debilitations are removed, and

harvested at specific times of the day. This is true for regular animals as well,
such as seabirds.

your team gets a cbance to sleep until either dawn or sunset. This is useful if

NPCs move around with a set schedule of things that they have to do.

you have an evening quest, want to bunt specific creatures that only appear at

Don't expect everyone to be outside talking during the late hours of the

night, or if you'd just like to start a new day.

night. People go to their homes, rest, and may even lock their doors so that
strangers can't wander in.

If you travel at night without a light source, it reduces your character's


awareness of their surroundings. Not only is it harder to actually see enemies
before they get to you; your hero and the pawns in your party don't pick up
on noises or nearby clues until you're much closer to them.
Friendships change over time as well. If you upset an important NPC that
you're trying

to

gradually returns

impress, give them time to cool off. Their relationship


to

a normal level. Similarly, people that you've courted

by doing their quests and giving them gifts eventually stop being as
impressed. You need to keep courting allies if you want them to stay
Most quests in Dragon's Dogma are not limited by time, so you don't have to
worry about missing something while you sleep. However, there are a couple
of exceptions. If a quest tells you rhat you only have four days to get something
done, then don't rest at the inn until you've taken care of your rask.
34

enamored with your hero!

-:-. ~~-~~- :.~~--~:=-~~~


~~.~-:-.-~--~-:---::~.-=: .. '~:;-.-~::... -~

~.-:.-:.-~-:~-

-:;.~~-:~- ::- .. ::::-:~." --:.~--~:

~~~ :.~~3)

Keep your character's encumbrance low and take only what you need for each

RESPAWNING ITEMS AND PEOPLE

adventuring session.

Monsrers come back to areas over time. Rest for a few days at any inn, and
your character can return to a dungeon or field and find new enemies to fight
for even more experience. Additionally, this applies to mosr types of treasure,
harvesrable items, and even people as well. IfNPCs are slain, don't worry
that your game is suddenly broken. It's nor! Those characters return to the

The inn is also a good place to combine items. You have access to all of the
goodies that are on hand and in storage, so it's easier to know what you can make!

BUYING AND
SELECTING SKILLS

game world in a week at so.


While this time passes, other things go on as well. Trees bear fruit, food rots,

Discipline Points accrue as you fight and defeat monsters. These points

and other normal changes occur as you'd expect in a living world.

allow you to purchase new skills for your vocation. Gaining these points
Shops restock their inventories too. If your favorite merchant sells out of

also lets you rank up in your current vocation, unlocking mote potential

something that you need, take a break and rest for a while so that you can get

skills to purchase!

mote of the essential item.

USING STORAGE
All inns have a storage feature. These are linked so that your items in Gran
Soren are available in Cassardis, the Encampment, and the Rest Camps.
Gransys has its problems, but their mail system is insanely good.

Stop at the inn and look at the available skills for your hero and your primary
pawn. When you're done, manage your skills and make sure to select the ones

!!!!!!!!!!!!!!!!III!!!!!!!

f\d .....n' ....... 'tkdbj.""f(htr

l"UK"=pIilUe.t.i.!r~f
_p=adgfwne.

.._I"'<I'

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that you need right now. Don'r be tOOgeneric with yout choices unless you

0.26

1iif<Ct_:;ingkT"T"II~~!r~Id:

n"..... '

don't know what's coming up next.


Use this guide

to

look up the area where you're planning on questing.

If there are enemies weak to a specific element, then get skills with that
It's ofren wise to deposit tools and treasure thar you aren't currenrly using.
Selling spare items can net you a fair amount of cash, bur ir also leaves your
character high and dry if you suddenly need somerhing rhat you dirched.

element. When there ate large enemies to fight, bring your skills with the
highest damage. If you anticipate big groups out there, take skills that knock
enemies around or disable them in clusters.

Money isn't a big problem through mosr of the game, so we advise rhar you

Teach yourself not to think of your character as a one-trick pony' Stay flexible

keep everything in storage if rhere is any doubt in your mind.

and bring the best skills for each occasion.

It's fun

to

learn new skills and find new equipment. Your character gets better through both of these, but as you work on those goals it's easy to gain

experience. Completing quests and killing monsters automatically work toward your character's progression. Each level makes it easier to survive against
deadlier enemies, and soon you'll even be able to fight and defeat dragons'
For a casual player, it's okay to ignore the details and simply have fun. Most of the things that you do in Dragon's Dogma are going

to

help level your characrer.

Wandering in the woods gets you into battles. Exploring for treasure is much the same. And if you help people in cities, the rewards from those quests are
quite respectable.
But players who want

to

level quickly can focus on the besr ways ro pull in experience. Let's ralk abour rhat.

HOW TO EARN EXPERIENCE


Each enemy rhat your characrer kills is worrh experience, which is determined by the creature's base level wirh a minor subtraction for your hero's level. Thus,
a Goblin is worth over 100 experience points early on, bur lare

III

rhe game you only get around 50 experience points for each one. You don't see the change

coming quickly, and ir doesn't dramatically alrer the rare of your characters growrh.

.
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,5

RESPAWNING

ITEMS AND PEOPLE

Keep your character's encumbrance low and take only what you need for each
adventuring session.

Monsters come back ro areas over time, Resr for a few days at any inn, and
your character can rerum ro a dungeon or field and find new enemies to fight
ior even more experience. Additionally, this applies ro most types of treasure,
harvestable items, and even peopLe as well. IfNPCs are slain, don't worry
mat your game is suddenly broken. It's not! Those characters return ro the
game world in a week or so.

Tbe inn

IS

also a good place to combine items. You have access to all of the

goodies that are on hand and in srorage, so it's easier to know what you can make!

BUYING AND
SELECTING SKILLS

While this time passes, other things go on as well. Trees bear fruit, food rots,
and ocher normal changes occur as you'd expecr in a living world.

Discipline Points accrue as you fight and defeat monsters. These points
allow you ro purchase new skills for your vocation. Gaining these points

hops restock their inventories roo. If your favorite merchant sells out of
something char you need, take a break and rest for a while so chat you can get

also lets you rank up in your current vocation, unlocking more potential
skills ro purchase!

more of the essential item.

USING STORAGE
All inns have a storage feature. These are linked so rhar your items in Gran
Soren are available in Cassardis, the Encampment, and the Rest Camps.
Gransys has its problems, but their mail system is insanely good.

Stop at the inn and look at the available skills for your hero and your primary
pawn. When you're done, manage your skiLls and make sure to select the ones
that you need right now. Don't be roo generic with your choices unless you
don't know what's corning up next.
Use this guide ro Lookup the area where you're planning on questing.
If there are enemies weak ro a specific element, then get skills with that
It's often wise to deposit tools and treasure that you aren't currently using.
Selling spare items can net you a fair amount of cash, but it also leaves your
character high and dry if you suddenly need something that you ditched.

element. When there are Largeenemies to fight, bring your skills with the
highest damage. If you anticipate big groups Out there, take skills that knock
enemies around or disable them in clusters.

Money isn't a big problem through most of the game, so we advise char you

Teach yourself not ro think of your character as a one-trick pony! Stay flexible

keep everything in storage if there is any doubr in your mind.

and bring the best skills for each occasion.

It's fun to learn new skills and find new equipment. Your character gets better through both of these, but as you work on those goals it's easy ro gain
experience. Completing quests and killing monsters automatically work roward your character's progression. Each leveLmakes it easier ro survive against
deadLier enemies, and soon you'll even be able to fight and defeat dragons!
For a casual player, it's okay ro ignore the details and simply have fun. Mas, of the things that you do in Dragon's Dcgm are going to help level your character.
Wandering in rhe woods gets you into battles. Exploring fat treasure is much the same. And if you help people in cities, the rewards from rhose quests are
quite respectable.
But players who want ro level quickly can focus on the best ways ro pull in experience. Let's talk about that.

HOW TO EARN EXPERIENCE


Each enemy that your character kills is worth experience, which is determined by the creature's base level with a minor subtraction for your hero's level. Thus,
a Goblin is worth over 100 experience points early on, but late in the game you only get around 50 experience points for each one. You don't see the change
corning quickly, and it doesn't dramatically alter the rate of your character's growth.

-.-

~
-

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-_

--_'--

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1\:\1>1:\(,

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1111 ~) YI EM

FAST GROWTH

BIG GAME HUNTING

The fastest possible experience comes from fighting the toughest creatures

Lesser crearures replenish their numbers very quickly. Sometimes you can

that you can quickly defear. Racing through dungeons or rougher areas of the

even walk righr back into a dungeon that you've cleared and find new critters

wilderness can get you a massive boost in power.

to slay. That's quite common in the wilderness as well.

Pawns don't steal your experience, so it's best to have your group there to
help out. When a pawn scores a kill, your hero gets the experience from it
(and so does YOUtprimary pawn).
To maximize your experience gains, bring a patty that is focused on damage
output. Faster kills lead to faster leveling. Warrior, Sorcerer, Sorcerer, Mage
is one of the more sustainable leveling patties. You deck out the Sorcerers for
pure damage, make the Mage into a healer/support character, and have the
Warrior focus on high melee damage and knockdowns. A team like that can
clear dungeons very quickly.
There are many possible combinations, so you don't have to build your parry
around this model. JUSt maximize damage output from whatever team you enjoy.

QUESTING FOR POWER


If you want even more of a challenge and reward, hum for larger rargers, A
repeatable quest appears when your party comes close to a greater beast while
walking around the wilderness. These "Ambush" quests are worth a fair
amount of money and experience, and they don't take very long once you're
good at fighting the creatures in question.
There are set locations fat Cyclops, Chimeras, and a couple of other big
beasties in the wild. They don't regenerate quickly, so you can't kill them
all the time, bur a quick pass while exterminating other enemies in the area
serves you well!
Quests are the second best form of experience gathering. Some quests are
so fast that they outpace speedy kills, but most of the quests are a little bit
slower than that. If you're trying to gain experience while questing, take
your team out and run the quests that you like with them. It's dangerous
to rely on a heavy damage team when you're way out in the wild, and some

map and table at the beginning of the World of Gransys chapter.

PURE EXPLORATION

of the quests require you to engage bosses that are pretty tough. Bur, this

Wandering around Gransys looking for new areas is the worst way to gain

is a risk vs. reward issue. As long as you're willing to bring plenty of herbs

levels. It's dangerous to look around new places, you don't know where

and risk having to retreat and reform your party, it's worthwhile to have a

to fight, and travel times can be rough. That doesn't mean you shouldn't

deadly team.

explore! It's great to look around the world and have a fun time. JUSt know

And you can always stop if the team you've built isn't your style. A more
conservative team (with a couple of healers, or mote of a meleelranged/
magick balance) might be a better fir. It's often easier to go with a balanced
team, especially fat questing.
The lowest quest experience comes from escort missions. Their raw turn-in
values are fine, but they do often take longer than other quests. Not only
do they take longer, you also have to avoid larger fights because your charge
might get killed in the skirmish.
Story quests that take you into dungeons are very good for experience. You
often have to fight heavily during these tasks, so it's basically like getting
money and experience for doing what you already wanted to do.

36

For a complete listing of Ambush, and other Emergency quests, please see the

that you gain levels mote quickly by rushing through areas that you've
already conquered.

~~

, ~'

""!.~-:':~:---~:~:::--~~--~"-::-_.-.!_K--=:

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.....--~~ .. ~~-~~--_-~-"!.~

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~:

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~:-.-.

~-~-=-.~~-:
17

Though there are quest givers in a few Out of the way places, your hero gets
work primarily from settlements. If you're in the mood for questing, go co
Cassardis, the Encampment, or Gran Soren. A huge percentage of quests start
in those three areas.
Anyone standing around wirh a green mark over rheir head is offering you a
quest. Talk to rhern and accept the rask to learn more about it.
Red marks
indicate rhar
someone

has

information
about a quest that you are already working on.
information you get from these people is often
critical to completing rhe quest, so you
don't want to skip them. Even
afrer talking to the person in
question the mark persists.
Don't let that confuse you;
it remains so char
you can find rhe
person again if
you forgot what
they told you.
Orange marks let you know thar someone has information about a quest that isn't
critical. Talk to them to learn more or get a clue about where ro go or what to do.
Blue marks are for quest turn ins. If you have a special item ro give someone, the character has
that mark.

FOLLOW THE HINTS


Once you've selected a priori ty quest, swirch to your map and look at the
Gransys version of it. This immediately shows where you need ro go for tbat
quest. If nothing appears, that means that the quest is meant ro be somewhat
hidden. Read the quest's description to find out more and glean insight into
what you need to do next.

Also, talk to the quest giver again and listen to your pawns. There are always
rips that prod you in the right direction for what to do.
If you're ever sent to a spot that's marked and can't find what ro do. 100 ' both
above and below where you're standing. It's hard to tell when something

IS

beneath your character, and there might be a cave or recessed area rhar holds
rOllr objective.

The more weight you carry, the harder it is for your character to sprint, use weapon skills, and keep his or her Stamina up. Even with a pile of herbs, it's
annoying to have a character that can't do more than a few aerions before they're gasping for air.
Press Back/Select to look at everyone's weight and then distribute items
in the parry so that no one is carrying

tOO

much. For a major respite,

store equipment that isn't needed! It's not worthwhile to carry around
multiple sets of armor. One good set per person is good enough, and you
can customize your accoutrements to suit each encounter. Most substantial
debilitation defense is kept on accoutrements anyway and they're light.
Keep plenty of accoutrements around and swap in whatever you need for
upcoming encounters.

Each piece of equipment has multiple tiers of stars. The initial points for your weapons
and armor are the baseline. They won't get any worse than that, and with some
investment they can get a whole lot better!
Talk to people who work at a weapon store, such as Caxron in Gran Soren. He'll
work on your weapons and armor and upgrade them considerably. All that you need
is some money and certain ingredients. For the first level of upgrade, you often don't
even need special items. Higher upgrades require goodies that you gather while
exploring Gransys.
Metal items, like swords and heavier armor, often need are from the veins in places like
the Catacombs, the Ancient Quarry, and so forth. Carry a pickaxe so that your character can mine these for precious are!
Each piece of equipment has multiple tiers of srats. The initial points for your weapons and armor are the baseline. They won't get any worse than that, and
with some investment they can get a whole lot better!
Talk to people who work at a weapon store, such as Caxron in Gran Soren. He'll work on your weapons and armor and upgrade them considerably. All that
you need is some money and certain ingredients. For rhe firsr level of upgrade, you often don't even need special items. Higher upgrades require goodies that
you gather while exploring Gransys.
38

Meral uerns, like swords and heavier armor, often need are from the veins in
places like the Catacombs, rhe Ancient Quarry, and so forth. Carry a pickaxe
so that your character can mine these for precious ore!
Lighter armor may need rare leathers or cloth. Monsters and treasure chests
have rhese.
Wood, for bows, is taken from fallen trees. They're uncommon but can be
found in wooded areas of the wilderness.
As with many spare irems, you should gather these aggressively whenever
you're adventuring.

Even if you don't know whether something is

valuable, pick it up. Deposit the spare items when you Stop at an inn and wait until they're needed. Don't look up an item at the store, find Out what
you need, and then go out looking for it. That is a much slower process. Better to rake everything rhar isn't nailed down, and then have it in srorage when
it becomes useful.
Your highest gear upgrades are obtained by beating legendary Dragons. It's said that the equipment used by a hero that kills a great Dragon becomes as
powerful as it can be.

Dragon's Dogma has a wide selection of usable items. These resrore Hir Points, Stamina, remove debilitations, deal damage to enemies, and so forth. Some of
the items are immediately useful when you buy rhem or pick them up. Apothecaries, where you buy herbs, are perfect for getting useful materials.
But our in the wilderness you find dozens of herbs, mushrooms, and
other assorted things. Not all of them seem to do anything at first. That's
where item combining comes in. In essence, you take two items from your
character's inventory and pur rhem rogerher to make useful new items. The
game records combinations that your character completes, so you fill in the
details by experimenting with new combos.
At first you don't know what you're making, and the result might be
something that you didn't need. But as you learn more combinations your
character starts ro find some that are quite good. Our Items Chapter has an
entire section dedicated ro telling you about possible item combinations.

Chests with random loot are deposited all over the world. You find them in the wilderness, inside people's homes, and certainly in dungeons. Crates, boxes,
barrels, and bookcases can also have loot, though it's often of a lesser variety.
If you're thorough, have your hero gather everything wherever you go.
People who wane to be fast or efficient should instead have pawns gather
lesser materials and let the hero focus on chests only. Pawns namrally gather
items from the areas rhar you explore, so )'OUdon't need

to

tell them to grab

anything. JUSt trust them to do it while you get the best equipment and items.
Don't assume rhar a dungeon is empty after you finish your looting
expedition. After several days, the monsters and the chests are
restored. Run through the area a second time
gear, and experience.

to

get even more money,

A well-crafted team of pawns makes it much easier to dominare your enemies. Pawns give suggestions for where to travel, what to search, and how to kill
enemies. They're also loyal allies in combat! This chapter goes over rhe strengths and weaknesses of pawns, letting you know which ones

to

creare and recruit.

Your primary pawn is a long-term ally throughout tbe game. Think of them as a character of your own creation and control. Secondary pawns are made by
other players, so they're shorr-rerm allies. You don't have the same level of control over them, and you can't help them to level up or gain substantial power.
For people without net access, there are default secondary pawns that anyone can recruit.
Once you underscand where co look, it's mucb easier to ger a parry char is nearly unsroppable!

Only your primary pawn is created in the same way as your bero. You select their visual appearance, voice, details, and vocation. Think carefully abour chese
choices because many of them cannot be modified afrer rhe pawn is finalized.

THE RIGHT LOOK


Your primary pawn can be recruited by other players. This doesn't rake away your access to the
pawn, so it's a very good thing. Your pawn can looc items from the other person's world and bring
them back for you. The pawn also earns Rifc Crysrals during chis time. It's all pretty mucb free for
you, and it's a seamless process. You don't even know chat it's happening uncil you rest at an inn
and are given the goodies.
To encourage ocbers to recruic your pawn, make one that stands Out. Choosing an appearance chat's
attractive is one way to do this. Work on the details of your pawn's face first and foremosc, and
make sure that they don't have any strange proportions for cheir bodies.
That said, you can also go in the other direction. There is always a minority of players chat enjoy
raking around strange or eccentric allies. Hideous, silly, or oversized characeers ger some artenrion
tOO(if just for the laughs). They scand out against che background of blandly attractive offerings.
You can also just throw worries aside and make a pawn that looks like a character you enjoy (from
stories or your imagination). The bonus icems that you get from having your pawn work with
others are not necessary ro win the game. They're merely a side benefit.

THE PAWN YOU NEED


Picking a vocacion is even more important chan having the right look. You want your primary pawn ro be a complementary force for your hero. It's almosc
never a good decision ro have both characters be the same vocation. Doing so limits your opcions and ensures chat the two characters share rhe same
weaknesses. Two Fighters are doomed against pbysically immune enemies. Two Striders are easy co kill when forced into tight quarters. Two Mages can do
well much of the rime, bur they're borh squishy and lose ground way tOOfast if che battle turns sour.
The mosc basic configuracion is to have one caster and one physical character. This
prevents your initial parry from having any monsters that they can'r affect. if you're
a player who gets bored with healing, it's smarr to choose a Mage for your primary
pawn. Slot them wich Anodyne and wacch as your party survives longer and longer
bacrles without needing as many herbs.
When you wane CO he the one co bang back, make sure rhar your primary pawn is
a rough character. Make a slugger that is tall, strong, and can interrupt, or at least
engage, enemies before they attack your hero.

40

INCLINATIONS
Toward the end of the creation process, your primary pawn has ro answer
some esoreric questions. There are many stars lisred to rhe side, and you can't
easily tell what each of them does. Sure, you can guess a few meanings, but
it's better ro be wid ourright. Let's go over these terms!
The categories reflect rhe interest a pawn has in various acriviries-rheir
inclinations, if you will. The more inclination a pawn has in each section, the
more likely that they will engage in a cerrain rype of acrion.

Try ro answer rhe quesrions in a way rhar encourages your pawn to acr rhe way you want rhem
to acr. If you dislike having to scrounge around for irems, make sure rhat your pawn has a high
Acquisitor value. Do this by previewing all responses to the questions before making a selection;
ensure that the categories you want ro raise are going up every rime.
Attacks weak enemies first

Similarly, watch the categories that you don't want and rry to lower them. If you want a healer
insread of a brure, see thar Scarher falls while Medicant rises.

Challenger
Utilitarian

r---

Guardian

Nexus

-1

Attacks strong enemies first

I Uses a wide array of skills ,-----------1


Protects the hero first and foremost
Supports other pawns in

th_e_;_p_a_;r1y:.......

Scouts away from the par1y::__


Gathers items frequently

--I
-j

Raise Scathing
Raise Medicant
Raise Mitigator

I Raise Challenger

)lour primary pawn takes ~is or bcr cues from your bero.

r Raise

J(ctions tbat you take are going to raise similar tendencies in

Utilitarian

Raise Guardian

~0\\1

Raise Nexus

~ RaiE8 Pioneer

t~is works!

Raise Acquisitor

INSTRUCTING

-- by ---- _-- --healing your hero or removing their status ailments;

Prioritize safety

~me"

X'ourllctions llffect et~ers


your primary pawn, See tbe table below to get an idea of

Enter battle with enemies as they appear


order during battle also helps

Bring down wea'< targets first

-- _--

--- attackers
-_ and enemies
Use support ski! sand enchant_m_en_ts
Focus on long-range

---

primary pawn. Look for Knowledge Chairs at inns or certain fires at Rest
Camps. Use these and watch as your hero sits down with their pawn. The
questions you answer during this period let you change the attitude and
style of your pawn's vocalizations. AI decisions are also influenced by these
conversations.

Another way ro cbange your pawn's personality is to alter the pawns they
associate with. The two side pawns that you recruit have an influence over

your primary pawn. If all of them share a personality type, that aspect of the
pawn becomes even stronger. If they have conflicting personalities, it diminishes some of your primary pawn's
personality types (making them engage in those behaviors less often).
The longer you bold onto rhose extra pawns, the more influence they have over your primary ally. If you don't

VOCATION AND SKILL SELECTIONS


You have direct control of your primary pawn's vocation and skills. Any time
that you're buying/configuring skills, you can cboose

to

work on your beta's

or your primary pawn's skills. Spend your pawn's Discipline Points carefully
and choose abilities that make tbem better at whatever task you prefer.
Don't treat the pawn as a carbon copy of your own interests. Make sure that
the skills cover a wide range of activities. For example, you mighr not care
about watching the party for debilitations. It's kind of boring compared
wading through monsters. If so, make sure that
remove debilitations (wirh skills like Halidom).

42

YOll

to

have a pawn that can

-----

------

---------1

Use the "Go" command when yo_u_'re_n_o_t


_in_c_om_b_a_t
Pick up items

YOUR PAWN

much sway over your buddy, switch pawns ofren.

Quickly heal your pawns and remove their status ailments


0-

Pawn cusromization doesn't end with the creation process. There are special

tOO

with sop port abilities

Use the "Help" and "Come" commaics otte_n:...,


a_v_oi_d
_us_in_;;g_"_Go_"
__ -----1

areas rhroughouc the world that give your hero a place co instruct their

wane anyone else to have

using the

QUIPMENT MODIFICATION
You can give equipment to both primary and secondary pawns, but only your
r-rirnary pawn gets to trade goodies back if you need them again. Equipment
iven to secondary pawns is sene to their own creator if it's equipped and
then unequipped. That's why it isn't always worth it to upgrade the gear on
your secondary pawns.
Your primary pawn, however, should be upgraded. Any time you find
equipment that is better fat them, hand it over without fear. Nobody can
steal it, and even if the pawn dies in battle you can get them (and their
equipment) back later without any cost.

DEATH OF A PAWN
Pawns don't die when they reach zero Hit Points. Instead, they collapse
wherever they are. A skull icon appears on the minimap to let you know
In the same way, work to ensure that your primary pawn has a supply of
useful herbs. Pawns can use herbs to save themselves from wounds and
debilitations. This is especially important if you don't have a Mage in the
party with healing and anti-debilitation

spells.

where your friend has fallen; hurry there to revive the pawn before they
disappear. If you take tOOlong, the pawn returns to their world and isn't in
your party anymore.
Secondary pawns are lost when this happens. Your hero has to find a Rift and
recruit an entirely new pawn. This can be a massive inconvenience!

USING THEM AS PACK MULES

Reviving

downed pawns doesn't cost Stamina, Hit Points, or use any of your items.
There's never a reason to let them die unless your hero would be killed trying

You don't want your hero to carry everything for the entire party. Anyone
with too much encumbrance ends up having Stamina problems, and that's

to save them.
Revived pawns get back a modest portion of their Hit Points. Though rather

dangerous if you're going against difficult enemies. You aren't able to use as

mean, you can save on restorative herbs by letting pawns fight hard and get

many Weapon Skills, and running away tires you quickly.

knocked down repeatedly. Revive them each time and they get tight back

to

the battle. In especially dangerous fights, this is a good way to keep your hero
our of the action while the pawns do the heavy lifting.

Speaking of Stamina
'Pawns use tbetr Stamina based on your bero's erampte.

pawns start to do tbe same, )f you bold back more often,

-prima11'-pawns lllways
find a Way Jljome

tbC'l' follow suit.

you can't lose your primary pawn, eeen in deatb. irbe pawn

JJf you frequently pueb your cbarnpton to tbe limit, '!'our

disappears

like any otber but can be revived at a niftstone,

tleatb doesn't affect your pawn's crpericnce, lC"els,


equipment, or disposition,
Spread equipment and items between your hero and primary pawn. In a
pinch, you can also load items of lesser value OntOthe secondary pawns. Items
can be traded back and forth without mishap, so tossing ten pounds of items
their way isn't as much of a risk. The only caveat is to not send the pawns
home or let them die while they're carrying all of your stuff. In a worst case
scenario, pause the game with the Back/Select button and trade what you
need back to your hero if a pawn is nearing death.

JJt's still not fun to lose your

buddy, so keep your pawn alive if you can,

GETTING AND SPENDING RIFT CRYSTALS


Rift Crystals are awarded when other people use your primary pawn, but
that's nor the only way to get them. Many quests have the benefit of granting

Johnathan's Rift Shop


00

e9

Rift Crystals when completed. You don't get many of them this way, but

Scather's Elixir

0.12

it's enough of a source that you can afford to hire more powerful pawns from

Medicant's

0.12

Elixir

Mitigalor's Elixir

time to time.

0.12

++

Challenger's Elixir

This brings us to spending Rift Crystals. Unless you're at Johnathan's Rift


Shop, you only spend Rifr Crystals when recruiting certain pawns. Pawns at
or below your level don't cosr anything, so they're an extremely efficient way
to secure allies without risking anything,
Pawns that are

0.12

Utilitarian's Elixir

0.12

Guardian's Elixir

0.12

Nexus's Elixir

0.12

Pioneer's Elixir

0.12

Acquisitor's

0.12

Elixir

Vermillion Face Pigment

0.39
3,500

COStRift Crystals

Gold FacePigment
~
Bright Green Face Plgmen<

0.39
0.39

3,500

at an impressive

Turquoise Face Pigment

0.39

3.500

Blue FacePigment

0.39

more powerful

rate. Someone a

-----

Lavender Face Pigment

---

little over your

----

0.39

White Face Pigment

0.39

hero's level isn't

Red Hair Dye

0.39

too expensive,

Pink Hair Dye

perhaps costing a few crystals. Pawns that are a number of levels above you

Sky Blue Hair Dye

can cost thousands!

IT!case you're uimdering u.bar rift crystals buy. her, if the selection at J"hl1",h",,;
Rift Shop. II sbouldn't bt a surprtse that 'he focus oftbe items IS be",'''} on

1/Jodifyill/i ),0111' puu-ns. Tbe store

!J

-------1

_~

---j

0.39
0.39

Cornflower Blue Hair Dye

0.39

Pine Green Hair Dye

0.39

Bright Green Hair Dye

0.39

Yellow Hair Dye

0.39
0,87

fotmel at tbe Encampmern, by Ih, Riftrtofle.

0.87
Green Skin Pigment

0.87

The elixirs sold there modify a pawn's inclinations, so you can fine rune

Blue Sk,n Pigment

0.87

your main pawn's AI. If a personality type is not already present in the main

Plum Skin Pigment

0.87

Ash Gray Skin Pigment

0.87

Ivory S~jn Pigment

0.B7

elixirs remove a pawn's current personality, making them a blank slate to

Black
Eyeglasses

0.07

build off of. Use the normal elixirs for fine tuning behaviors, and only grab a

Silver Eyeglasses

0.07

Premium

0.2

pawn, the elixir activates that personality type. If the personality type is
already presenr, the elixir makes that tendency even stronger! Neutralizing

neutralizing elixir if you wane to Start fresh.


Ring

Only your primary pawn is created in the same way as your hero. You select their visual appearance, voice, details, and vocation. Think carefully about these
choices because many of them cannot be modified after the pawn is finalized.

SELECTING SECONDARY PAWNS


It's best to keep a fluid idea of what you need from your secondary pawns. If you

Fighter

Defeating smaller targets. grappling. soaking up damage

throughout Dragon's Dogma. However, it's nor as powerful as a person who looks at each

Strider

Hit and run fights, longer encounters,

stage of the game independently.

Mage

Healing, removing debilitations, elemental damage, area of effect


damage

For example, when you find out that you're going

to

an area with loads of undead, don't

lean on physical characters. Bring more casters. Dump YOUtold pawns unless they're

outdoor areas are preferable,

_
to

make the best use of their range

MystiC Knight
Warrior

Protecting the party. keeping people alive

I Knocking down ;';;;;'ies

and taking on groups --

Assassin

Higher damage (especially at night), better as a hero's vocation rather


than a pawn's

of melee attackers, you might prefer to have an extra tough guy around to mitigate the

Ranger

Good at long range and when loaded with a supply of curativeldamaging


Items

incoming damage. Bring a Fighter for that (or even two of them)!

Magick Archer

Good damage over time as opposed to burst damage

Sorcerer

Massive elemental

expensive characters, and invest in a Mage and a Sorcerer. When fighting a heavy rush

44

What Are Secondary Pawns Good At?

initially say "I want to have a Strider and a Mage," that might work very well

damage

WHEN AND WHERE TO


CHANGE ALLIES
Any time you're preparing for a wilderness adventure or dungeon run, it's
wise ro check the levels of your pawns and think about whether they're still
useful ro you. All cities have Rifrstones that allow you to dump unneeded
secondary pawns and get new friends, but that's not the only way ro make
new buddies.
Powerful pawns wander the streets and the wilds. You bump into them from
time to time, and these traveling

pawns are sometimes

quite impressive.

Don't look a gift horse in the mouth if you meet someone who is just righr.
You don't have to dump your existing pawns before selecting a new ally.

Walk around and speak to the pawns that catch your eye. It's possible to look
at the details of these characters before recruiting them. We suggest that you
do this every time. Compare their attributes to your existing characters, and
make sure that tbe new pawns have the right skills. If you want a Mage to

Trying ro get a third secondaey pawn automatically brings up a screen that

heal your parey, don't recruit one that doesn't have Anodyne/High Anodyne!

lets you compare your allies directly. This is wonderful for deciding who to

If you want a prorecror, go for a Fighter with high Health, good armor, and

keep and who ro leave behind.

skills that get enemy attention or knock down targets.

Before dropping a pawn, go through their inventory and snag anything that

CONTROLLING YOUR TEAM

you don't want them to carey off. Be especially cautious about letting pawns
keep materials or tools. They often have a good selection of these items by the
time you

are done,
and it's
fairly quick
ro transfer

Your hero only has limited control over rhe party's pawns. You can't order
them to attack specific targets, stand still, and so forth. Instead, you have
three generic commands that alter the general behavior of the group. All of
these are engaged by pressing one direction or another on your controller's
digital pad.

rhese to

Press up to use "Go!" This orders the team to advance in one direction.

your hero.

It's not very specific, but you can get the pawns ro start fights this way by
ordering them into close range with monsters.

GOING INSIDE A RIFTSTONE


Rifrsrones show up on your minimap as a runic srone, so they're pretey
intuitive to find. Prominent ones are located in Cassardis, the Encampment,
and the Gran Soren Pawn's Guild. While using these, your hero is
transported into the Rift.
This is where you can look at many pawns simultaneously. While wandering
through the Rift, use the shoulder buttons on your controller ro swirch the
details that show up about all of the pawns. You can switch between any of
the following filters:

"Help!" tells pawns that you want them ro heal you, support your hero, and
cast enhancing spells on your character. This is best used before fights, ro get
your party ready for battle. It's also effective in the middle of each skirmish
if you Start taking tOOmuch damage. Press either left or right on the digital
pad to trigger this command.
"Come!" helps

to

gather your party. If the team is fragmenting and running

all over the place, press down and get them to bunch rogerher. "Come!"
is also quite effective if you flee from battle. Your pawns might nor follow
on their own, and telling them to gather around you keeps the group from
staying in the fight.

Your vocation is what defines you and your pawns in Dragon's Dogma. When you start your game in Cassardis, you are asked

to

pick your Vocation from the

three basic choices; Fighter, Strider, or Mage. This is your job unril at least level 10, so choose wisely. The three vocations play quite differently and which you
choose depends on how you wish

to

play.

Fighters are the front lines of the group with the highest Health, Attack, and Defense. They
have skills

to

attract the enemy's attention. Then rhey use rheir high defense and shield to

absorb a majority of the attacks.


The Strider darrs around the enemies, taking them down with quick slashes from his or her
daggers. Add a bow for some long distance fighting, and the Strider becomes a well-rounded
choice. They become great climbers, making them great against the bigger enemies. Add a
weapon encnanrmenr from a caster and they become even deadlier.
Mages offer up great support for the party. They are the only class who can cast Anodyne, a
healing spell, and Halidom, which cures specific debilitations. This allows you to carry fewer
curatives in your pack. They also have the abiliry to enchant player's weapons, which can
greatly simplify a fight. Mages have good offensive spells too, so when they aren't supporring
the group, they can help take an enemy down. Their Staves boost Magick and typically have
a very low Arrack stat.

At level 10, you are able to change your vocation and Starr broadening your abilities.
There are three advanced versions of the basic jobs; Warrior, Ranger, and Sorcerer.
Mystic Knight, Assassin, and Magick Archer also become available as hybrid
vocarions. Keep in mind that rental pawns only come in the three basic and three
advanced vocations.

Once you reach the Encampment, Innkeepers allow you to change the vocation of
your character and main pawn. It costs Discipline that you have earned by defeating
enemies to change to any vocation that you haven't used before. As long as you bave
the Discipline available, you can switch through all nine jobs if you want.
Your vocation determines your basic attribures, wieldable equipment, and skills.
Each builds stars in different ways and allows you to gain unique abilities and
additional augments. Skills that are available across multiple Vocarions do not need
to be relearned. Therefore, ifyou move between jobs that use the same weapon, you

may already have weapon skills available.


Which classes you use depend on how you want to play. You can even use a shorr
stinr in a specific class just to build up a particular stat. For example. you may play
as a Fighter or \1(i'arriorto build up Health and Defense, and then switch
ro work on magick stars, The variations are almost limidess.

to

a caster

In each vocation, you have a set of skills rhat you can also purchase with Discipline Points. These skills come in three different flavors: Weapon Skills, Core
Skills, and Augments. When ar an inn, select Learn or Set Your Skills to purchase and enable them.
Weapon Skills give you special moves that can be executed in battle using the assigned burton along with the given modifier (Left Burnper/Ll or Righr
BumperlR1). They are available for each weapon rhar your vocation can wield, though rhar armament must be equipped ro enable irs skills. Three face
buttons on rhe controller can be mapped to these abiliries. Therefore, you can have

SIX

weapon skills enabled at a time-three

for each weapon or all six

for your only weapon, such as a sraff or hammer. For example, if you have assigned a sraff skill ro rhe X burton under rhe Lefr Bumper ser, bold down Lefr
Bumper and press/bold X ro use thar skill.

Core skills are always active and give you even more abiliries. These usually require an extra button press or rwo. They are also weapon specific, so you can't
enable one if you aren't wielding that weapon. Controls are given in rhe following skill tables.
Augments give you stat bonuses such as increased Stamina, less damage taken, extra affinity afrer gifring, grearer illuminarion from a lantern, and much more.
You are limited to six active augments at a rime, so consider what will help you mosr as you venture forth. There are specific augments that each vocation can
learn, bur once you have learned one, ir is always available.

For each vocarion, you and your main pawn earn a rank-unlocking

skills as

you progress. You keep rhis rank in each vocation even as you switch classes, so
you can rerum to an incomplete vocarion and continue to unlock skills.
Job points are earned as you defeat enemies and this is what earns you your
rank. The amount of points required to tank up depends on which vocation
the character is, so we have included a Job Point Progression rable for each
class below. This shows how many points ate need to reach the next rank.

Cost to change Vocation: Amount of Discipline required to change to this vocation. You only need ro pay rhis once pet character.
Weapons: Weapons that this vocation can equip. Weapon and core skills are weapon specific, so be sure you do not waste points on skills for weapons that
you ate not going to use.
Starting Stars: This is your character or main pawn's starting stars when he or she is firsr creared. This only applies to the basic vocarions; Fighter, Strider,
and Mage.
Stat Growrh at Level Up: Tbis rable shows how much is added co each stat when you level up. This differs for levels under 10, 10 - 99, and above 100.
Job Point Progression:

Arable rhac shows rhe amount of job points required co reach each rank.

Skills: Weapon skills, core skills, and augments char can be purchased wrth Discipline points for each vocation. Once a weapon skill or core skill is learned,
ic is available for any vocation rhar uses the same weapon. Augmer-rs can be used across all vocarions.

t- - _ Raps the shield loudly to attract the attention of nearby foes.


Cymbal Attack
Looses a flurry of skyward s ashes well-suited to bringing flying foes to the
_+_-j",gc..;ro"un=d
__T",ap,-"XlsQuare
repeatedly.
Traces a grand skyward arc with the blade. sending lightweight foes into
the air.

st

sn
ne

h Skewer

SOD
3

800

ad Slash

1,000

venwardLash

1 300
,

dsightSlash
pass Slash

1,300

1 400
,

Add
n a vance f or m of Blink Strike honed to travel greater distances.

Thrusts the blade into the target's body, pinning them In place whife raining
further blows upo n them.
An advanced for m of Broad Cut. The path can be altered while executing
the attack.

.1. An advanced

the onslaught.

for m of Skyward Lash that appends sill! more slashes to

Shield Strike

Unleashes a barrage of strikes using the shield. Tap X1Square repeatedly.

200

~;~~~~~ ;:~~

Sprjngbo~rd

Cymbal Onslaught
1---

~~~~:ield that causes little darrage but forces the

600

An advanced form of Shield SUmmons that carries further, drawing the ire
~more distant enemies.
1 300 I An advanced form of Cymhal Attack that appends stili more blows to the
'
jonslaught.
1 000
form of Shield Strike that deploys more quickly, shrinking the
_:_ __ user's window of vulnerability.

IAn~

--

1,600

An advanced form of Springboard that launches allies to greater heights.

-S-

2000

Guards 'gainst all manner of attacks, no matter the properties of the shield,
in use. Hold the assigned button to initiate, cancel with A!X
An advanced form of Sheltered Spike that appends stiC-1I
m-"o"-re-s""tr::-ike-s""tothe onslaught.

700
2.800
~

Halves ttle Stamina consumed when you lift objects or grapple-hold


opponents.
Increases your maximum HP by 100.
This allows for easier escapes-halves

Release a stabbing strike straight forward. Press YfTriangle. '


ContInuous attacks with one-hand sword. PressXlSquare
repeatedly.
Executes a lump to a higher location. Press AlX.
EOO

An advanced form 01 Onslaught that strengthens a chain of


one-handed sword slashes.
An advanced form of Empale that appends a tackle to a
forceful jab:_.

When health is critical, attack is increased by 1.5 times.


Periorming perfect blocks is easier-five
I guard.

An advanced form of Defend that deflects attacks back


toward the assailant.

the button presses needed.

Increases the weight that you can carry by 10~


4.500

1,400

for

Unleashes a flurry of stabbinc attacks while maintaining the user's guard


from all quarters, save the rear. Press set button repeatedly

800
t-

r---

t~~\~

Launches allies Into the air usinQih'e shield. A supportingtechni'QUe


tandem moves.

Sheltered Spike

Ducks backward afore charg ng in to deliver a slashing blow. Using it as an


evasive maneuver increases its power.
Spins with blade extended, drawing a deadly circle especially effective
when surrounded . Employable while under ana",Ckc:;----:-:,-;:-.".-;'
OC

250_J

more franes in which you can

es

concentrates a flurry of sl
wlth meager endurance. U
button repeatedly.

Sian

I beDashes
past the target wit
followed with further a

200

900

900

1---.
gger

700

.~

presses of assigned b~tto


Traps lightweight foes in a
down with a fierce blow.
Dives through the air whil
when performed from hig

Steps in and strikes, sendi ng the target aloft. An additional command then
detonates a store of powd er. Press assigned butto'] again after attack.
g Wind that appends still more st~ikes toth-e:~s~:~~~.ed form of Bitln

900

Casts a firework explosive into the fray that stuns nearby foes.

900

Returns the user to a neut ral stance, eliminating opening caused by other
actions.

Leans ir and dashes forward wlth bfades drawn, ready to perform further
feats with additional commards. After Initial attack, press XlSquare to
stop, ytrriangle to slide, and AJX to jump.
--t---r--1,-20-0,1 An advanced form of Toss and Trigger that both strengthens the upward
slash and broadens the subsequent blast.
1,100

2 000
,
2 000
,
--+--+-2-,0-00_-;-

__
2,000
2,000
2,000
+---j-"A::"n
3,500

200

Fires three arrows in a wedge pattern.

700
1,100

-~::_;_...:.

900

An advanced form of Triad Shot that fires five arrows tnstead of three.

1 200 An adva~
of F"iill"B~nd that requires less ;;;:;e to nock the arro;;:
~gfastersu~esslvefmng.
2000
Sparks an explosive arrow in mid-air, propelling smaller missiles across a
, ~lus.lt
explodes the instant you releas_!!.:___

Mighty Bend
Splinter Dart

2000

Flvetold Flurry

An adva~ced form of Threefold Arrow that fires five arrows in rapid

_--+_' _I suetesSlon.

Fracture Dart

3,500 1 An advanced form of Splinter Dan ~hat scatters shOt across a wider area

Whistle Dart

I Steals itsms

from foes caught unawares, Especlallf effective against foes


who are sleeping, blinded, or being held by aHies.
An advanced form of Helm Splitter that employs a faster sPfr; to deliver a
1 greater number 01 slashes.
An advanced form of Dazzle Hold crafted to impact a broader radius.
An advanced form of Scarlet Kisses that quickens the flurry, all;;ng 10;more strikes.
An advanced form of Reset e11ployable even while under anack, allowing
for an inmediale response.
'=d"'vancedform 01 Pilfer that lets the user steal two items at once and
increasES the chances of finding rare Hems.

Fires equipped bow. Can execute wttlle moving. HOld Left


_

+-_ -+ Bumper/L 1 ard press Right Trigger/R2.

+-__

-+_6_00_

~~c~dl~aen~:~I~;~:,f

a Loose that tequtras less time to

Continuous attacks with a dagger. Press XlSquare


repeatedly.
A two-level stabbing strike straight forward. Press YI
Triangle.

Start

1 Slart

Executes a jump to a higher location. Press NX

Start
1

t --4

800

An advanced form of a Carve that includes kicks after a


flurry of daggiJr blows to strike at a broader range.

600

An advanced form of Two-Step thai appends a whirling


slash to victims.

I--

1,800

Pentad Sh)t

__

An advanced form of Sp~nt that reduces stamina consumption and


extends the duration of the run.

Leaps forward in a flylnQkjck, then uses the target as a foothold to jump


_,5_00_,-;,;;;tili:.:.higher.
An advanced form of Stepping Stone that extends the height and range
of the

__

Downpour volley

three ~rrows In rap~d succe~ion.

I~;~?ds a wall of arrows skyward to rain down on a broad area. Adjust


~Ing
cnglewl!_I]_the rightst.ck.
__

An advanced form of Ensnare with a broadened range capable of capturing


a greater number of tar gels.

r-_-t_

3-t

Full8end

900

r2,000

Triad Shot

~j

250

Cloudburst Volley

An advanced form of Vault that kicks al the air to propel the


userlnasec~dleap.

Enables yOU to clamber up cut's and other terrain rrore quickly.

--r-2
~

i-----

~sesyour

maximum stamina_b:_y_l0_0.

, ,300

Oecreas-;; recoil after liring your bow.

2,200

Jumping attacks are more powerM-l.3

- +---

times the power.

2,200 Halves the recovery time when you run out of stam.na
r----! --4,500
Halves the Stamina consumed when you cling to objects or climb terrain

Start

r--------l
1

I
-2-0-0

r~

200

200

__ I

Looses a balJ of fire that explodes upon contact, engulfing both the target
and suroundlne foes.
L:::a::'un=ch::':,':::,:C
b"'o"'lt"ol=m"'a'-giCk
that ench;;tls an any's weapon with tire.
a

'I

Creates a cone e~rated field of cold in frontol the user t~s


whetever enem ies

It

so

id

visits.

me

High 81eanng
. H!gh

suennum

, Holy Afl!mty

Launches a bol t of maglck that enchants an ally's weapon with ice.

Smitestheene my from ab{Wewlth tongues of lightning. Especially

An aovanced form 01 Fire


thai extends
encnanmem as \Iell as
ecipient's Magick.
-'-40-0-+A"'n"',7dv"anr..t:d
10rn.1 01 BlednnJ whose Sig-IIis largerand persists for a
'longtlrp~n.~~IU~lE.:
_
_ ~___
_
_
1 400 An advanced for~ of ~lIentlLm whose sigil is larg~r and persists for a
,
longer perrcd 01 time.

6
G~

1 200 An aovencec torm


~w~asthere(;lpient'sMag1[;k.

Ice Affinity

200

200

Launches a bol t of magickthat enchants an ally's

500

launches a bott of magick thai enchants an ally's weapon with Oarkness.

800

Invokes a magi ckal sigil which clears the following from those who enter:
Poison, Torpor. ~nce,
Burns, and Frost~

effective at __
drivi og foes out of hiding.

700

An advanced fa rm of Frazillhat expands the are_a_of_'ff_,_ct_.

700

An advanced fa

Thunder Atlinlfy

High Anodyne

1,200
, 2800

High comesuon

HIgh HallCiom

r--;--

Speuscrean

Jump

Maglck Billow

Mag!ck Bolt
~

Start

r-:-T

Swing your sta-Hdownward to stagger the enemY: FallONup attacks can send the enemy to Ihe ground, Press VI
Triangle and ~gain for follow-up.
Launches a magick bolt from your staff. Press repeatedly
tor additional effect. Can add elemental eHect via
enchantments. Press x/Square Repeatedly.

Start

,
Levitate

Focused Bolt

600

3,000

3,000

An advanced form of Feather Jump that mitigates gravity's


pull, enabling a genUe landing even from great heights.
Hold XJA in mid-jump,
An advanced form of Maglck Bolt. Focuses the user's active
enchantment into a powerful burst that can be fired from
the ground or air.
An advanced form of Magick Billow. Conjures spheres of
magickal energy around the user to attack encroaching
foes.
from mid-air.

InterventIOn
ApotropaE.m
Beatitude

_
,nd amplifies the

An advanced fo-;:;;' of AMdyne whose sigil is larger,


penod of tlm::_and recovers more Hea~th. _

__

1.800

~~o:~~~;~~nf~~~h~:eBI~~~~~:. that endures for a longer period of time and

1.800

An advanced lorm of comesncu that expands the wall of flame.

1,800

An

acvanced form of Frlgor nat generates additional chunks of ice.

2 800-+ An adv,nceO form of Halidom whose 'igil persists lor a longer p,riod of
,
time ~nd cur:_s.! wldel vanett. Of debilitations.
An advanced form 01 Grapnel that blOds even large foes for a longer
5.000
~~.EGfHrne
Invokes a maglCkal slgll around the user that enhances attributes. The user
5,000
may move while the 51g1115active.
An advanced form of Speltscreen that enhances the user's attributes for
a
duratmn.

High Grapnel

,ath,r

ot Ice Boc~ that extends and am~ifies the encnannrent,

:~c~~~~~C:~.f~~:~~j :~~~~er~:i~~e~l:~a~:i~~~s

t---+I-' _

High Bromide

High Fngor

Anadvdnced form 01 Holy Boon tnat extends and amplifies the-enchantment, as well as Ihe recipient's Maglck.

~.

___,
---7
-+
1,800
I 1,800

WhIle your ntlllth !s ..., illcal MdQlck IS amplified by 1.5 limes.


Damage is reduc.tld by 1:;,% "'hen you are debilitated by t:7h-,F"'iv-,--ArchrndJlIGks.
Maglck Defen::.t::. !S 11l(..I!.o'a:)ed
by 30.

IHealIng magic (HaIIOOm, AnOdyne, Jewel of Healthllasts 1.5 times longt!f.

--;-

Perpetuation

3.500

Enchantments last 1.3 IHnes longer.

Attunement

7,000

Magick attack 15Increased by 10%.

Start

--t--+C"=
300

,__
I

300

Stabs tees then fiercely slashes upward. Can send foes Ilying high into
the air.

650

Steps tackward in a swift evasive maneuver while delivering a slashinG


blow.

_65_0__ O_ffe_rs_th_e_fla_t
of the blade 10 allies as a platform

Lunges in while driving the hilt of the blade into the target. Though lim ted
I in rang~.it easily stuns foes.
_

t)

1,300

Increasesdamagedealt from your CoreSkills by 1.1 times.

4500

Makes YJUharder to knock off your feet while char{ling an attack-reduces


knockback and stagger accumulation by 1So/!_-

____. +--t

4,500

t-

-,----,-_

Halves the damage taken while charging an attack.

8,000

improves your ability to knock down opponents.


!-"--

10,000
----;

propel them aloft.

Increases Strength by 20%.

10,000 ~k~uce~~~.Stamina consumed when you perform a physical weapon-

1----+

Pommel Bash
Spark Slash

1,500

LY I

1,500

Whirlwind Slash

1,500

I
2,000

Spins the blade in a swift circle, slashing at foes all around the user.
1--

An advanced form of Upward Strike gifted with greater force, sending foes
Ieven higher into the air.
Damage taken while not defending is stored, lending power to a
devastating counterattack. The power of the counterstrike will increase
based on t_heda~
taken,

Longswordl
Warhammer

~~ advanced form of Ladder Blade that flings allies to greater heights.

longswordl
Warhammer
longswordl
Warhammer

2 000
,

An advanced form of Escape Slash that renders the user invulnerable for
longer and allows for extra artac_kblows~

Longswordl
Warhammer

2 800
,

Channels a vast amount of strength into the


protecton of one's allies while preparing.

t-----;

2,000
~

Pierces the air with a roar that draws nearby enemies' attention.

2,800

An advanced form of Spark Slash that carves out a broader radius.

2800

An advanced form of Savage Lunge with increased range, that progresses


undeterred by enemy attacks.
_

----+---i',-'3,400
1-----

An advanced form of Act of Atonement that strikes with still greater might.
-

An advanced form of Battle Cry that carries further, drawing the Ire of more
dlstant snernles,

Transfix

A slabbing strike straight forward. Press YtTriangle.

Start

-----,Vau~

Executes a lunp to a higher location. Press

Start

Devastate

800

Eviscerate

600

AIX.

An advanced form of Hack that extends a chain of onehanded swan slashes across a broader ra~
__
An advanced form of Transfix that withdraws the blade
with a sweep after stabbing the target_"
_

Cutting If/ind

detonates a store of powder. Press assigned buttOll again after attack.


4

+:

-+-

-:-c:- __

Steps in and strikes, sending the target aloft. An additional command then

7;-+

Toss and Trigger--+--.:-

300

Oashes past the tarqet with tlades extended. delivering slashes that can
be followed with further attacks on contact. Follow up attack with more
presses 01 assigned button to continue attack.

200

-t-__

900

800

An advanced form -;;tB]ting Wind that appends still more strikes to the
onsla~

900

Casts a firework explosive into the fray that stuns 'learby loes.

900

Returns the user to a neutral stance, eliminating openings caused by


otheraclions.

1,250 Looses an exceptionally fast arrow, so thai one may strike before foes
I--_+".:.ol:;.;ic.:....e. Requires considerable Stam_i""'a,
_
4

-+--

~
An advanced form ofToss and Trigger that both strengthens the upward
-r-:-'=+'sl=as:.::h.::.arc;d:.:broaden~esubs:9uent:::bl=as:::_t.
_
2,000

An advanced form of Dazzle Hold crafted to impact a broader radius.

2 000
,

An ad~ced form of Scarlet K-i-ssesthat quickens '[he fl-urry, allowing for


morestnkes.

;000
,

1,250

An advanced form of Heptad Shot thai fires ten arrows instead of seven.

1,700

An advanced form of Foot Bind; that binds the target tor a longer period
oftime.

1,700
1,700

An advanced form of Sixfold Arrow that fires ten arrows instead of six.

-f---

2500

IAn advanced form of Reset employable even while under attack, allo~

----

I Looses

---4

a spinning arrow that delivers a barrage of hits to an area.


Especially effective with Poison or Oil A~ws.
__

foranimmediate
3,300 ~nn~~~~~:i~~~~~a~re~~~e~~i:~!r~~~~e~~::.e user adjust the arrow's
----<
----3,300 An advanced form of Flying Di't that produces an even louder noise.
---4---3,300 ~hoeo~~~sanns:~r~~~~:~e~:~!~g:~It~a~ai~~i~:.'
but delivers a toxin to weaken

------t-------+
Two-Step
Vault

Start

---1---

~
1

Engrave
Roundelay

800
600

! Double Vault

1,100

Forward Roll

2,200

--

--

4,500

An advanced
~rrage.

A two-level stabbing strike straight forward. Press VI


Triangle.

6,000

~~;~~~~~~

Executes alumpto a htpherlocatlcn. pr~_

6,500

Exhausts the entirety of the user's Stamina to fire a seeking shot which the
user may steer for a time.

repeatedly.

An advanced tarm of Carve that lnc'udes kicks after a flu-ry


of dagger blows to strike at a broader range. Press X, parse
a moment, then tap X repeatedly.

form of Whirling Arrow that appends still more strikes to


f~;~:!.lnvasive

Arrow that weakens the target area for

,__
- ------An advanced form of Gamble Draw that boasts still greater power and can
be steered fora greater length of lime.

An~rm
01Two-Step that appends a whirling
~S~ictjms.
Hold YfTriangle.
An advanced farm of a base skill that kicks at the air to
propel the user In a second Jeap.Prsss A in mid-jump.
Curls forward nto a tumble effective as an evasive
maneuver. Hol!l Right Bumper/Rt a1d press AIX.
700

~
bow. Can execute white moving. Hold left
BumperlL 1 and press Right TriggeriR2.

Causes ycur lantern to illuminate an area that is 1.2 :imes wider.

3 5;-rrheeff~ct
of Health and Stamina restoration items 01 the user is increased
,
by 1,2 times,

- +----6

3,500

Increases cumulative damage ta foes you debilitate with non-Archmagick


attacks by1.3 times.

3,500

Causes your arrows to fly 1.3 times lurther.

7,000

Keeps your arrows from f1ylOg off mark when you loose them whilst In
motion.

Conjures lances of fce. then cropets them forward.


-t----f--+:An-ad:-van-ce-:-d
3,000

High Necromancy

-t---t-:-:--jS;;;;;';;;;;;;;;"";;;;;~ above wlth

of maglck thaI enchants an ally's weapon with darkness.

Holy Affinity

Ice Affinily

An advanced form of Miasma that expands Ihe effective size of the bog and
endures for a longer period of tlme.
500
1,300

I Launches a bolt of maqlck

that enchants an any's weapon with holy light.

Invokes a magfCkal sigil at a designated location that inflicts


loes who enter.

torpor upon

___'---

1,000

Invokes a magickal sigil around the user that blinds foes who enter.

I 1,800 ~~:~~~~ ~~~e~~~I~o~f


~~~de~parted
to surroundtheuser,assistingwit,
1----

Shentium

t ,000

Invokes a magickal 51gil around the user that snerces foes who enter.

VOid;'ll~

I BOO
.

Invokes a magickal sigi! around the user thai strips debilitations from all
atlles wnc enter.

-_ t4-

Brontlde

Comeslion

Exequy

'FrigoT

5 -

1,400

I Wraps lhe user's body inawhip-Uke


foes. Attack with lightning

bolt of lightning capable of damaging


s~?p.

w Ih ~Quare and Vfrriangle. Press ~I~

1.400

;;~:::~~i~:

~~e;~~~.wau of tlame: though only modest In power,

2,600

Invokes a magickal sigil capable of destroying outright any foe held within
its span for a set le_!!gthof time.

1.400

Generates a giant chunk of ice that can serve as a stepping stone.

2.600

An advanced form of Lassitude whose sigil is larger and persists for a


longer period of time.

it

Ignites

2,600

Invokes a magick sigil that turns foes who enter It to stone.

3,000

Calls meteors down from the heavens to land around the user. The user
may~ove immediately after invocation.

An advanced form of Voidspell possessed of a broader


predecessor

1 200

advanced form of Holy 800n that extends and amplifies the


enchantment as well as the reCipIent's Maglck

1 200

An adva'lced form of Ice Boon that extends and amplifies the enchantment,
as well 2S the recIpients Maglck

1 200
,

An adVOOd form of Thunder B.oon that extends aid amplifies the


enchantment, as well as the recrcenrs Magick.

1.800

An advanced form of Brontide that endures for


drops lightning where it lands.

High Comestion

1.800

An advanced form of

High Frigor

1,800

An advanced form of Frigor that generales addltioral chunks of ice.

Maelstrof'l

4.800

Summons a whirlwind to wre~k havoc upon any fops caught in its path.

Seism

4.800

Shakes the earth. causing a stony prominence to erupt forth. stunning and
d~a~ing_foes in a broad rad us

Thunder Affinity

111hlnin9.

a larger host of spirits.

1"

3 000

High Voidspell

An advanced form of levin thai generates more

An advanced form of Necromancy that calls forth

An advanced form of Silentlum whose sigil is Ja;er and persists for a


longer period of tlme.

High Silentium

tongues of lightning. Especially


out of hiding

form 01 Blearing whose sigllls larger and persists for a


_

Ilonger period of time.

. High 8rontide

High Bolide

5.000

High ExeQuy
High Fulrrination
: High Gice
High Petrifaction
High Maelstrom

5.000
---t- -

comesncn that expands the wall of flame.

An advanced form of Bolide that calls down a greater number of meteors.


An advanced form of

Ixecuy 'hat endures for a longer period of lime.

+-t :::~::~::~:::::
::~:::

:~~:j~:~:ocno~i:;;a

5000

,_'

B.500

a longer period of time and

e;::l::dn:~:e~

An advanced form of Petrifaction thaI e~ends the ettectlve range of the


_~~dpersists
for a 10"..f!_f!r
period of time.
_
An advanced form of Maelstrom that endures for a Jonger period of time
and boasts an extended range

1 200 An advanced form of Oark Boon that extends and amplifies the
. ___, enchamment, as w~1I as the recipient's Maglck.
1,200

An advanced f~~:~~J ~~~:eoon that extends and amplifies the

__,MagickBillow

Start

Magick Bolt

Start

~unches

Levitate

600

3,000

Alight jump. More effective when grabbing to platforms or


rocks. Press AlX.
Swing your slaft downward to stagger the enemy. Followup attacks can send the enemy to the ground. Press YI
Triangle.

Emphasis

1.200

Increases the abflity to knoelc 1nwn an enemy with speUs that cause it.

Suasion

1.200

Enables you to neQotmtp hlQhpr prir:es for items and eqUipment you sell.
Items are sold for 115 timpc:;Ihp c;pll price

a rragick bolt from your staff Press repeated~


for additional effect. Can add elemental effect via
enchantments. Press X!Square repeatedly.
An advanced 'orm of Feather Jumc :nat Fl1iligates gravity's
puH, enabling a gentle landing ev~" 'rom great heights.
Hold A mid-j~mp.
An advanced 'Ierslon of Magick Bar. Focuses the user's
active enchantment into a po Qrf Ir" ~ .~.a:can be fired
from the ground or air. Hold x..SQua.~ P"~ to daploy

6.000
Gravitas
Acuity

6 000

Reduces the Stamina Cf)nc;umpd when you perform a magick weapon-skill


~15%.
Makes it difflculf !('If f(ll>Cit Imock y011off your feet while you prepare
sp~~.

Unleashes a knockdown wave


user blocks an
block conjures tongues of enemy-seeking fire.
Unleash;S- a knockdown ~e
user blocks an attack. A perfect
b'ockconjur~ ad~k pa~t~je~
_
Unleashes a knockdown wave when the user blocks an attack. A perfect
block conju~es holy beams that seek enemies.

300
300

lcecourr..e"

300

Unleashes a knockdown wave when the user blocks an att;ck. A perfect


_ ~tonguesofenemy-seekingice.

300

Unleashes a knockdown wave when the user blocks an attack. A perfect


block conjures ene_!!ly-~eeking lightning.

form of Blink Strike honed to travel greater distances.


Thundercoumer

form of Broad Cut. The path can be altered while ;eCu'ting


i

===c.;",

sigil that pulls in nearby lightweight enemies, cOllecting


Hold the asskned button to incant, release It to deploy.
I cannon after a period of incantation. Strike the cannon
at foes. Hold the assigned button to incant. release it to

Demcnspre

900 jconverts damage sustained while guarding into bolts of magick. A perfect
block conjures more bolts.
_
__

HoIyW~,

900

Abyssal RIPOSlf

form 01 Perilous Sigil thai affects a i;ger area for a longer

Erects a broad magickaJ wall ahead with the currently wielded weapon.
An advanced form of Darkcounter that persists for a longer period of tim3
and conjures more Darkness.

1,200

Blessed RIposte

An advanced
and conjures
An advanced
and conjures
An advanced
and conjures

1,200
I

form of

Sky

Dance that propels the user over a grea~r

Flame Riposte
Frost Riposte

1,200
1,200

Thunder A paste

Fire Enchanter
Holy Enchanter

Ice Enchanter
Thunder En:_ha-;;
Dark Anguish
Holy Aid

-.----

rs
{ ~ 7
7

Reflect

----

An advanced form of De~onspjte t~ends~

1,600

Enchants the weapon of both tie user and any nearby pawns with Fire.

1,600

Enchants the weapon 01 both

r 1,600

d~ati~

e~ect.

tne user and any nearby pawns with Holy

Enchants the weapon of both the user and any nearby pawns with

1,600

Enchants the weapon of both tile user and any nearby pawns with Thunder.

3800
,

Adds a magickal blessingthat increases the attack range of the current


weapon.

38;1 Converts Nhat might have been damage into Health fromany
,

blocked

blows. A perfect block recovers more Health.

4,000

An advanced form of Dark Enchante~xtends


enchantment, as well as the recipient's magick.

4,000

A;;-a-dvanced form of Holy ~nter


that extends ard amplifies-U;-;enchantment, as well as the recipient's magick.

4 000 A~ed'form
, ~nchantment,

FlameTr~8

period of

2,000

1 2,000

Holy Fortress

fOr a longer

Enchants the weapon of both the user and any nearby pawns
Darkness,

I 1,600

T
Oamonswralh

An advanced form of Thundercounter that persiStS


time and conjures more bolts of lightning.

1,200

Dark Enchanter
I

form of Holycounter that persists for G longer period oftime


more beams of Holy light.
form of Flrecounter that persists tor a longer per;; of time
more tongu~of ~
form of Icecounter that persists for a longer period of time
more shards of Ice.

and ampli~

of Fire Enchanter "thatextends and amplifIes the


as well as the recipient's maqick.

Feather Jump
Magick Billow

FrostTr~8

4,000

~c~~~~~Cee~,f~~:~~~:

LightningTran;:--T

4 000
,

An advanced form oi Thunder Enchanter Ihat extends and amplifies the


enchantment, as well as the recipient's magick.

6000
,

An advanced fOrm of Dark ~ds


remains active for a longer period of time.

----t
Abyssal Anguish

MagickBolt

7500

Focused Bolt

Staff

~MagiCk

~~~~dJ

Agent

Empale

3,000

t-I---t---tl
3,000

~tart

Sword/
Mace

Onslaugt
~_t

~~~~dl

Vault

......,
__

5,000

Conjures brilliant beams of light that seek out and smite enemIes
the party's Stamina usage.

I_ ra~ecreases

releaseto.:;de",p;.:_loy,,-'

looses a ball of fire that expicces upon contact, engulfing both the target
an~s~oundlngfoes.
_

Relea~ a stabbing strike straight forward. preS~frriangte.

Continuous attacks with one-hand sword. Press XlSquare

An advanced form of Onslaught that strengthens a chain


of one-handed sword slashes. Press X1Square, pause a
..,.momen~~ then tap XlSquare repeatedly.
An advanced form of Empale that apoends a tackle to a
forceful jab. Hold Yfrriangle.
Tucks the body into a tight roll when failing, mitigating harm.
When knocked down,
the moment you land.

+__

Creates a concentrated field of cold in front of the


whatever enemies It visits.

Levin

200

High Frazil

700

An advanced form of Frazll that expands the field of cold.

700

An advanc~d form of Ingle that ncreases the number of projectiles.

700

An advanc~d form of levin that generates more IJghtning.

: HighIngl,
I

Smites the enemy from above Vlith tongues of lightnIng. Especially


~ectjve.at driving foes out of h~

-----'-

High Levin
Brontide

1,400

Generates a giant chunk of Ice tllat can serve as a stepping stone.


Invokes a magickalslgil around the user that lulls foes who enter
slumber.

it

3,500

An advanced form of Bronllde that endures for a longer period of


drop~lightnlng where it lands.

iiffie and

1,800

4,000
7,000
7 000

rIWhen
your health Is critical. Defenses and Magick Del-ensesa.--eby 1.5

ta6eO

0'-

Wraps the user's body In a whi~-lIke bolt of lightning c;P;:ble


j
~s.
Attack with lightning with XlSQuare andYfrriang~~
Generates a lowering wall of flame; though only modest in power, it ignites
1,400
adversaries with ease.
1,400

1,800
Pawns you aid get a boost of 1.2 times to Defenses and Magic\( Defenses
fori minute.
Grants paNns you aid a temporary gain in their Strength and MaglCk-1_2
times for 1 minute.
InC;;;s
the amount of Health restored when rescullg pawns---tlp to
half of their max.

thaI freezes solid

200

1,800

4,000

US!!f

: Frazil

Executes a lumo to a higher location. Press A/X.

:-+-----1---1---

amagl:kal shockwave and

An advanced form of Holy Glare that conjures mightier beams and remains
~a
longer period oft~
_

An advanced form of Holy Aid that extends the dural on of the eHect.

I repeatedly.

Start

and amp-.-h_'''_S-.-th::-'-::__

An advanced form of Magick Bolt. Focuses the users active


enchantment Into a powerful burst that can be fired from
the ground or air. Hold X1Square, then relea_!et~ deploy..:_
An advanced ferm of Magick Billow. Conjures spheres of
magickal energy around the user to attack encroaching
foes. Also emp oyable from mid-air. Hold XlSQuare, then

s~

__

--r_-r-

:_

i
pull, enabling a gentle landing even from great heights.
Hold A mid-jump_. __

Levitate

t~~Cr~~~~;~~:t~~~~~s

An advanced form of Comes lion Ihat expands the wall of flame.


I

An advanced form of Frigor thai generales additional chunks of ice.

into

Brung

200

800 ~UI1S back momentarily afore unleashing

Bat!<

CuttrngWlTIi

1,000

~~ ~~v~~ed form of Broad CLt. The path can be altered while executing

, I

2 200

"\iSS

1 400

Slash

Spins with blade extended, drawing a deadly circle especially effective


when surrounded. Employable while under attack.
_-,,..,,--:-,...,,-_,
Plants the blade into the earth a! one's feet. Though Its range is limited, the
force behind the thrust is great.

-hrust

1,400

2,200

1,600

3,000

sh

7
- -

lash

2 000
'

Is

ill

An advanced form of Powder Ch argethatcausesa

4000
'

rnnre powerfut blast.

An advanced form of Tusk Toss able to lift even heavier foes aloft. It can
strike foes multiple times midair.
Carves foes to ribbons by splnnl
side. Tap assigned button repeat
An advanced form of Downthrus t that strikes twice. It Is more powerful
and broader in its reach.

2,000

Holds ihe blade in wait, deflecting and seamlessty counterlng enemy


attacks. Press the assigned button when attacked by an enemy.

900

Da2ZieHOid

Reset

An advanced form of Back Kick that strikes with


the user's invulnerability.
_-.,-

Advanced Trigger

1,200

I 2,200

Easy Kill
Spiderbite

3,000

Dazzle Blast

2,000

Hundred Kisses

2,000

Instant Reset

2,000

-r:------,--:-:--:c:---:--:-::c

of Compass S
ability to hft multiple limes.

4.000

IStabs

repeatedly at a large fore t he user clings 10. Tap assigned button


repeatedly once attack is deploy ed.

An advanced form of Shield Summons that carries further, drawing the Ire
of more d stant enemie!._
Uses blocked enemy strikes to launch the user into the air and out of
harm's way. Press the assigned button when attacked by an enemy.

1 600
,

An advanced form of Shield Strike that deploys more quickly, shrinking the
user's window of vulnerability.

Dagger
Dagger/
Sword

~~orm

~i;:~:s;~es:h;:;~::~:~:::~:

~~:;:;

Two-Slep

Start

:--r--- ------+-

______,

Dagger
Dagger

---+--+3-0-0-0+:-:-::""::-:-::"":-;-::-~:~:
'---"helghts.

Start

Carve

;aa~dnec~e~~~~es~
into the air using the shield. A supporting technique for

>-----

I~o;

11,600

600

A quick forward lunge while guarding with a shield.

400

Vault

Start-

Engrave

BOO
1

Fundela;

~~~:;:~'-

l-Dagger

Double Vault

Dagger

Forward Roll

of Springboard that launches allies to greater heights.

5,000

600

r-5

1.800

T;;'o

----I
Defend

Start
1,400

Deflect

--t----+---t
Empale

Start

-----+-Onslaught
Dire Onslaught

Fires three arrows in a wedge pattern

I Draws the bow with all the user's might. then looses a shot straight ahead.
Augments the user's vision, allowing them to target distant toes. Each shot
requires extensive Stamina.
1 200

OJ

-:-: __

5 0; "TAn advanced form of Windmill SI


,
I The user may move abO~Uri'1

600

--tI;--

__

900

Quick-Loose

900
1,600

Escape Ons augt1t

IAn advanced fO~

800

Blunting Arrow
----t
Pentad Shot

a frontal ki_Ck_.

Steps in and strikes, sending the target aloft. An additional command ther
detonates a store of powde~Pr~s~ assigned button again after attack.
An advanced form of Biting Wlrd that appends still more strikes to the
onslaught.

700

Toss anc Trooer

Places ar explosive on the ground to be detonated tram afar. Press the


assigned button to place, then press it again to light fuse.

Concentrates a I
on a single point, easily shredding foes
with meager endurance. Use assigned button, then continue to tap that
button repeatedly.
Dashes past the target with blades extended, delrVering slashes that can
be fonowed with further attacks on contact. Follow ua attack with more
presses of assigned button 10 conti~ ~ack.

An advanced form of Puncture Dart thai is more powerful and can cancel

IaIDe's blo,k.

1,600

~~~!~.s an arrow steeped in a paralyzing elixir that induces torpor

900

An advanced form of Triad Shot that fires live arrows Instead cr cree

lfl

the

2 200
~ge

An advanced form of Keen Sight that lets Ihe user sea fanner ana adfUsI
of his or her sight as 1eeded ..

1,200

:~a~1i~~n~:S~:~~~C~::~i~eB~~~tat

3,000

II

requires less time to nock

An advanced form of Blunting Arrow that strikes wIth adden


induces torpor with greater frequency.
An advanced form (iiTh';eefold Arrow that fires five arrows

the

Entrancement
Sanguinity

Bloodlusl

maw
Preemption

fGlr-=

t; ..

Toxicity

i---

Start
--+800

An advanced forn of Defend that deflects attacks back


toward the assailant. Press left BumperIL 1 when attacked
by an enemy.
Release a stabbing strike straight rorward. Press YfTrlangle.
Continuous attacks with one-hand sword. Press XlSquare
repeatedly_
An advanced form of Onslaught that strengthens a chain of
one-handed sword slashes. Press X, pause a moment, then
tap X repeatedly.
An advanced form of Empale that appends a
forceful jab. Hold Ylfriangle.

Seeker Bolt
Hunter Bolt

1,100

Magickal Flare

1,100

Hlccchet Seeker

4
4

-- ~~==

5_

1,500
1,500

I 2,000
2,000
2,500

ground 10 torm a magick slgil that traps enemies


assigned button to incant, release It to deploy.
and Trigger that both strengthens the upward
_-IF====~,oSUlJse~ntb~
of Scenslon that extends the shockwave's reach.

Bracer Arrow
Ward ArroN

3,200

Explosive Rivet

4,000

VortexTraR

4.000

Great Bracer Arrow


Sacrlficial30lt
GreatSacnfice

High levin
Brontide
Comestion
Frigor
Perdition

1,400
~

High Brontide
High Comestlcn
High Frigor

Potential
Resilience
Allure
Regeneration
Magnitude

3,500

Generates a giant chunk of ice that can serve as a slepping stone.

~-r----~-7
~,800

I I,BOO

1.800

Invokes a magickal sigil that curses foes who enter fl.

--------

~~o~~~f~~t~~:~~~:eB~~~~~:.

I An advanced

that endures for a longer period of time and

form of Comestien that expands the wall of flame.

An advanced form of Frigor that generates additional chunks of ice.

MASTER LIST

Introduction

Page 68

Ancient

Page 77

Quarry

Frontier Cave-rns

Page 118
Page 120

Page 79

Gran Soren: Duke's Demesne

Page I j,j

Page 81

Grearwall

Page 156

Page

Blighted

Bluernoon

Tower

Page 11 5

Gran Soren

Barta Crags

Manse

Everfall

79

Page 8"1

Hillfigure

Catacombs

Page y6

Manarnia

Trail

Page J 5')

Miasmic

Haunt

Page 160

Moonshir

P,,,s

Page 160

Cursewood

Page 100

Cutlass

Pagt

Cape

Deos Hills

100

Page 101

Knoll

Moonshower

Cltffs

Page 161

Grove

Page 101

Mounrain

\Xlaycastlt

Page 161

Dripstone Cave

Page 10:2

Norrhface

Forest

Page 1(,2

Encampment

Page 105

Pasrona

Escan Plains

Page II q

Ruins of Aernsr Castle

Devilfire

Cavern

NPCS AND RIFTS


..

IIHaslett

Ser Jerrome

(Quest

Giver)

Ser Ronell

Only here during

Rift

The \'(/aterg,ds Altar

Ser Cyrus
Ser Georg
Captain

Mercedes

(Quest

Giver)
(Storage,

G Ser Rickarr

(Quest

Learn Skills)

Giver)
Rift

-Ser Roderick

9 Ser Jayce

Ser Ethen
Ser Josiah

Ser Colby
Ser Whitby
Ser Nathaniel
(Inn, Srorage,

Learn Skills)

Jayce (Merchant)
Rift

Salornet's

Grimoire

Quina

(On tOP of the tallest

Charline

ruined

Mason

tower)

9 Ser Mirek

(Quest

Giver)

Ilona
Rift

Ser Alastair
Ser Peregrine

mRift

Ser Daerio

Ser Tobin

Ser Chesleigh

Ser Frederick

Set Gordan

Ser Thurstance

Ser Gabrian

Ser Mycal

Ser Castor

Ser Alfonso (Storage, Learn Skills)

Ser Sandro

Mathias

Ser Anso

Ser Holror

Ser Edmonde

Ser j irco

Q Ser Serdic
Ser Bryan

DRift

68

Page 158

Cassardis

Ser Iga
Ser Tavin

(Merchant)

Page 16.0
Page 163

Ru.ns of Heavenspeak

Fort

Seabreeze Trail

Shadow

Tainted

Page 17l

Canyon
Mountain

Temple

Page 171

Tarnred MOUlIWill

Pagt

Verda W'oodlands

Page ISO

Vesrad Hills

Page 181

Waterlc(od's Altar

Page 183

Wilted

Page 166
Page 167

Fort

Soulllayer

Page 16-4

Foresr

176

Pag(: 187

\Xrindbluff

Tower

Page 188

Wi~dworn

Valley

Page IH9

\X'itcbwood

Page 190

-~

. .::=- -~
_

_ ...

VI lSI

~__--~

c.t

'

---==:--=--:_::-:-

",,'

_.

__

........

-~-~
o_

_......

...

__

w'

-:=_w _.w

-~-= ~ -=-=- - ~ -~-::=---=-----=- ~-=-- -~-~_-~


'-

_w _.

__

"..

_,

..

...

'_',

"

...

o.

....

...

..

__

."

_.........

.-......

'/

"

_.

..

..

__

..

...

_~

.ow

~-'"

_'

..

'

II)]

r~ese quests are not initiated inside towns or by talking to npl[s

around tbe world. jJnstead, t~ey begin immediately when your party gets close to

a situation that t~ey can influence. r~ese are often battles against powerful monsters

that are terrori3ing the wilderness,

but you also find captured

people who are being betd by bandits and tbe like.


for tbe battles, quest te_rtpops up on tbe upper-left side of tbe screen and says N1Imbus~Hto let you know w~at's going on. fledng

from tbe

creature fails tbe quest, though you can approach t~e monster later to start it again. your group gets erpertence and gold as soon as tbe beast falls,
50

t~is can be a great way to get some ejtra leveling done in a abort amount of time.

jJf you get close to a hostage, te1t pops up again.

1(00k

for a cage and a group of lSandits. itill all of tbe bandits to get credit in tbe same way as an

ambueb. r~e ~osta(Se can be manually released after tbe battle, but you get credit just for winning rbe fig~t.

r~etable

bere lets you know where to look for tbese somewbat random events. 1Ifter you complete tbern, t~ey disappear

Boss Fight

Eslan Plains

Boss Fight

Northface Forest,Near Blighted Manse


Rear Exit

Boss Fight

Oeos Hills, Near Wind bluff Tower

Wyvern

Period: Completion of A Warm Welcome-Game end

Boss Fight

Pastona Canyon

Golem

Anytime

Boss Fight

Estan Plains

Drake

Period: Completion of A Warm Welcome-Game end

Boss Fight

Night OnlylWilled Forest

Ogre

Night Only 20:00-4:00

you learn wbere t~ey are, make a bablt of looking in tbose areas to try and get tbese bonus objecti"es wbite passing

LOCATION

70

for a number of days. ence

tbrough varlous regions.

DETAILS

Cyclops

Period: Wyrmhunt Quest (midelej-Fall, 50% chance of ~pearing, -15% chance of appearing if you'\je met the cond~ions for wild Griffins to appear

Chimera

Wi!! always occur unless participating in quest Griffin's Bane

Boss Fight

Night OnlylWilted Forest

Ogre

Nlghl Only 20:00-4:00

Boss Fight

Night Onlyl'Niited Forest

Ogre

Night Only 20:00-4:00


Anytime

Boss Fight

Cursewood

Chimera

to

Boss Fight

Barta Crags

Gorechimera

Period: FaUGame End

tl

Boss Fight

ManamiaTrail

Cyclops

Anytime

12

Boss Fight

Seabreeze Trail, Beach

Gorechimera

Period: Fall-Game End

1,

Boss Rght

Verda Woodlands

Chimera

Anytime
Period: Game Start-Fall

14

Boss Fight

Verda Woodlands, Conqueror's Sanctuary

Cyclops

15

Boss Fight

Verda Woodlands, Conqueror's Sanctuary

Drake

Period: Pall-Game End

16

Save NPC

Manam!aTraii

Human enemies

Period: StartFall, +Save NPC Set 3-day rule applies


TIme: 20:00-4:00. ,Save NPC Set3-day rule applies

17

Save NPC

Vestad Hills

Goblins

18

Save NPC

Oeos Hills

Human enemies

If No.41 has not occurred, Tim3: 4:00-20:00, +Save NPC Set 3-day rule applies

19

Save NPC

OevilfireGrove

Goblins, Hobgoblins

+Save NPC Set 3day rule appl es

20

Save NPC

Moonsbit Pass

Harpy

Period: lIyrmhunt

21

Battle

Seabreeze Trail, Beach

Goblins

Time: 20:004:00, 99% chance of appearing

Quest-Fall Save NPC Set3-day rul, applies

22

Battle

ManamiaTraii

Human enemies

Period: Wyrmhunt Quest-Fall, Time: 4:0G-20:00, If No.16 hasn't occurred" 50% chance of appearing

23

Boss Fight

Oevllfire Grove

Drake

Anytime

24

Battle

Estan Plains

Saurians

Period: Game Start-Fall, If No.25 hasn't occurred, 51)% chance of appear ng

25

BaHle

Eslan Plains

Goblins

Time: 20:00'4:00, Period: Game SlartFall, 50% chznce of appearing

26

Battle

Eslan Plains/Under Bridge

Sulfur Saurians

Time: 4:CO-20:00, Period: Wyrmhunt Quest (middle)-Fall, Will always appear if No.24 and 25 haven't occurred.

27

Boss Fight

Devilfire Grove

Cyclops

Anytime

28

Boss Fight

Verda Woodlands

Golem

Anytime

29

Battle

SeabreezeTrail

Goblins, Hobgoblins

Period: Wyrmhunt Quest-Fall, Time: 4:00-20:00, 50% chance of appearing

SO

Battle

Moonsbit Pass

Human enemies

Period: Wyrmhunl Ouest-Fall, If No.20 hasn't occurred, 50% chance of appearing

31

Boss Fight

Near Hl1lfigure Knoll

Cyclops

Period: Wyrmhunt QuestFall, If NO.39 hasn't occurred. 100% chance of appearing, (50% chance if you've met the conditions for wild Griffins
toappear)

32

Boss Fight

Deos Hills, Near \Vindblutf Tower

Wight

Period: Completion of Honor ilnd Treachery-Game ~nd, Time: 20:00'4:00, 50% chance of ap~earing If No.18 and 41 have not occurred.

33

Boss Fight

Barta Crags

Chimera

Period: Game Start-Fall

34

Boss Fight

Barta Crags

Wight

TIme: 20:00-4:00

35

Boss Fight

Barta Crags

Wight

Time: 20:00-4:00

36

Boss Fight

Path 10 Aernst Castle

Cyclops

Anytime

37

Boss Fight

Cursewood

Cyclops

Will always occur unless participating In the quest The Conspirators

38

Boss Fight

Northface Forest, Near Hillfigure Knoll

Chimera

Period: Game StartFall, 50% chance of appearing (25% chance

39

Boss Fight

Near Cursewood

Wight

TIme: 20:00-4:00

(f

--=:::=-~---=-===--~-

-~-T.:--=
._....

you",e mel the conditions for wild Griffins to appear)

40

Boss Fight

Deos Hills

Chimera

50% chance of appearing, 25% If No.42 has occurred.

4t

Boss Fight

Oeos Hills

Chimera

Period: Game StartFall. TIme: 4:0020:00, 30% chance of appearing

42

Boss Fight

Oeos Hills

Golem

Period: Completion of Honor and Treachery-Game End, 50% chance of appearing, (25% chance ~ you've met the conditions for wild Griffins to appear)

43

Boss Fight

Oeos Hills

Cyclops

Will always occur if NO.50 and 52 have not occurred

44

Boss Aght

Veslad Hills, Near Aernst Castle

Cyclops

Any time

._

~_ ....,,~

".

",,..(I;t, ....

.-.>

~v;..~".~,,-_'/'

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.(/;., ....
:...;~:.'v~

".:~~

.,"s,'~:,~.~

. .,.,;,,_~,.",;"",.~~~.~.~

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.,.,;,,__~~~.~---=:-_=_=_~.~.~="!:.~-:~.~

QUEST GUIDE

AREA ENTRANCE
IIStart

LOCATIONS

72

"_"

.(1,\,

..

You begin the game as Savan, a fighter

who dares to face a Dragon of

Defeat the Goblins and jump down the hole to rhe south. A strange stone

immense power. Your hero already has a fair complement of skills and
equipment. Your companion is also a skilled fighter, and he isn't going

rests at the bottom of the chamber. The runes etched into its surface allow
to

you ro summon two more allies. Use me Riftstone as directed, and watch as

falter. You must accompany your ally through the wyrrn's lair, hoping to

tWOpawns form from the ether. These pawns fight at your side wirhour fear

defeat the mighty Dragon and end its tyranny.

or question.

As the story begins, you are shown how to access your inventory. Do this and
use the lantern that you are carrying. This lights the way while you advance.
Lanterns don't take up space in your hands because your hero cleverly ties it
to his belt. You're free ro continue wielding both a sword and a shield.

Your party is larger now and can withstand much more serious engagements.
You should look for some trouble'
Watch the mini-map to see the way forward. Creep southeast through the
hallways until you meet the next group of Goblins. There are more of them
Your companion takes you through

the tunnels while explaining what needs

to be done. Shortly thereafter, the two of you arrive on a rocky ledge. Close

this time, and that makes the fight even more fun. Stay near your pawns.
Grouping together makes it harder for enemies to surround you. It also

by, a Dragon perches on a pillar, ready to strike with its fiery breath. Hold

makes it easier for you to assist when your allies disable an enemy (or need

back until it finishes breathing fire and then proceed with haste.

help themselves).

Two Goblins try to stop you from leaving. Lay into them with your blade!

The Goblins are led by a slightly larger creature, called a Hobgoblin. Focus
more of your attacks on the Hobgoblin because it has berrer armor and is also
more of a threat ro your people. Blind Strike, one of your Weapon Skills, is
quite useful for hurting this foe.
Kill the Goblins and then search the side chamber for a modest amount of
treasure. You might nor need gold right now, but there is a Money Pouch in
there, and thorough searching is always a good idea.

This is your first time in combat. Use both light and beavy attacks to get
the feel for them. Heavy attacks ate extremely slow, so rhey're best used
against disabled or occupied enemies. If your ally grabs one of the Goblins,
he disables them briefly and gives you a chance for such a strike!

1(

long- Vrop

wttb a Sudden Stop


Another

side passage takes your group to a large pit. Don't

drop down there. Heed your allies' warnings


pit! Anyone leaprng to the bottom
Pawns are often good at warning
Keep an tar out and stay. afe.

and avoid the

finds only death.


you about dangers

nearby.

The route forward takes you up a small set of stairs. Climb up and fight the
cluster of Goblins along the way. They're in the Holding Room off of the
main tunnel, and they don't offer any substantial resistance.

The next important fight comes when you enter a larger room ro the south.
Inside you find a Snow Harpy. This flying creature isn't easy ro hit until it's
brought down. Watch the Harpy carefully while your companions shoot at
it, and then leap on the hapless foe as soon as it falls. Kill it before the beast
can take off]

Your companions go into the main portion of the room. A small pile of
rubble (to the east) lets you get' down there safely. Mote Harpies, Hobgoblins,
and Goblins attack, and you can dispatch them using the same techniques
that you've JUStlearned.

As the enemies die, several armored men arrive through the southern gate.
They offer ro guide you toward the wyrm. Kill any remaining enemies and
then go through the gate. Search a chest in the next room, and follow the
men through the runnels. The Grand Hall isn't far.

74

The Chimera dies, but a mysterious voice beckons. It speaks in vague terms,
and the story shifts.

CHARACTER CREATION
You are soon taken to the character creation screen. We covered this earlier in
the guide, but we'll go over it again briefly here in case you need a primer.

YOUR CHARACTER'S

GENDER

First, choose a gender for your character. In most games, the difference
between Male/Female characters is trivial or non-existent, but that's not the
case here. Male characters are larger and heavier, and that makes a difference
when they're smashing things around. If you're leaning toward heavier
weapons, males have an edge. If faster, more tactical play is your goal, females
might be a better option.
Honestly, though, it's more important to playa character that you identify
with. Even if larger males are better for pushing enemies around, you should
play whatever you like. Women can still rip through their enemies, even in
And beyond that, you don't want every character to throw monsters
left and right. A monster that stays in place can be killed quickly.
The fight just becomes a bit more dangerous. In any
event, pick your gender and be happy with the choice'

CHOOSE A GOOD NAME


Name your character, Then, chose a Moniker so that
people online can see your name even if they don't
share your language settings.

, _

' ,r

~ ;'

3:-: .. _:~ ,. -~.. ... .=-::.. ~ ..~.:-. ~ .. -

=::-.. -=:"

;:: ~~. - ~.~~- --;.;~-,.-~:-. -~:,:~ ~:::.--' ..:,;

.:-=- .:..,

v ~,

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-;,.

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~=-=-.- :-.~... --:;.:;_...- ~;; ..,: :::':-::.- :;;".H

-:-.~ -

=."...-~~

~ ~

-=:":-0' ::;;-:-::

Ql fST(,{ ID

THE RIGHT BUILD


Characters have a number of builds to choose from. Look for something that fits both
the personality you have in mind and the style of fighting that you prefer. As mentioned
above, your size is a factor in combat. Big characters have more oomph for pushing
things around, but don't expect them to be quite as light on their feet.
This game features collision detection, so big characters bump into more creacures and
are less able to dart through the field of combat without being slowed by bouncing off
of their enemies.

A VOICE
There are six vocal presets to choose from. Listen to each before selecting the one you
like the most.

THE DEVIL IS IN THE DETAILS


If you chose somerhing that you're already starring to doubt, don't fret. The game lets
you go back and edit any of your choices before finalizing them. In addition, you don't
have to accept the features from your preset. In facr, there is the option to "Edit Derails"
rhar lets you dramatically al rer the visual look of your character. Try this Out and see if
you can make a character rhar's all your own.
Always look for the "Derails" oprion in each of your choices. It's possible to change rhe
color of your eyes and hair, the spacing of your features, and even add scars or makeup
to your character. Don't be afraid to spend some serious time here. Tbis cbaracrer is
going to be yours for as long as you want, and having a close connecrion wirb ir is
incredibly important.
Wben you're done with the process, confirm your character and starr rhe next section of the game.

HARBINGER OF DESTRUCTION
Your new hero is a member of a seasidevillage. The skies are clear, the

See the earlier chapter "Vocarions" for help in determiuing which vocation to

fisb are being brought in, and all is well at first. Watch as a lovely day

cboose.Note that this selection is NOT somerhing that you have to keep for the

is darkened by the arrival of a powerful enemy.

remainder of the game. Your hero can evencuallyswitch vocations, learning skills
from all of the classes.
After making your choice, search the room for some herbs, and talk

to

rhe

wounded. Leavewhen you've made your choice and then listen to what your
caregiversare saying. Quina is there. Talk to ber briefly and then walk outside.
This is a good time to save your progress. Pause the game and select Save/Quit from
the options that are presented. Saveyour game and then begin your adventure.
This is the end of the introduction. Your character is in the town of Cassardis.The
surrounding area also bas a military Encampment. Look up these areas to learn
about the quests and enemies that you soon face.

Charge forward to attack the creature that arrives, but don't expect to kill it tOO
quickly. You can swing at it time and time again, but the damage you do is trivial.
After a few moments, a scene begins. Watch it. There is little that you can do at
this time.
Once your hero awakes, take a look around the room. You're in a sback with
a number of wounded villagers. A voice speaks, and you are then tasked with
picking a vocation. Approacb the table of equipment on the fur side of the cbamber.
Examine the items and then seleer a vocation when tbe menu appears.

76

" 12%

AREA ENTRANCES

To [he Esran Plains

To Devi Ifire Grove

o
o
o
o
o

U Lever

Pressure Place opemng nearby gate


Gate (Locked)

Steel Nut Salve

B%

Iron Vest

12%

Large Coin Pouch

37%

Sectional Iron Plate

12%

Hammer

Iron Headgear

14%

Iron Helm

14%

Iron Manlcae

12%

tortca

12%

Steel NutSatve

25%

Salomet's Secret

25%

Decoction of Bandlily

25%

Quarry Key

" 40%

Strange Wall

BalmyPerlume

Locked Door

Rousing Perfume

40%

Monk's Periapt

10%

(Requires Quarry Key)

WANDERING NPCS

Veteran's Periapt

5%

Banker's Periapt

5%

Mounted Pale
Tight Cinquedea
Bloodttirsty

After completing Of Merchants and Monsters

Beak

5%

Iron Beak

20%

Cutlass

20%

Thousand Troops

20%

FORAGED ITEMS
large Coin Pouch
Ogre Strategy Vol. 2

m.:.iil

---

erbs
rult

Greenwarish
Gransys Herb
White Sage
Apple

Font of Vigor

I
I
I

Unremarkable Ore
Ore

Berry

Ring of Guiles

Rre4y Stone

Knight's Mantle

Southron Iron

Adventurer'S Cloak

Mushroom
M ushrooms

Large Mushroom
Avernal Mushroom

Aammica

Shadowcap
Rock
re

Imperial Acid
Other

Hemp

Copper Ore

Tuft of Hair

Silver Ore

Cloudwlne

Large Coin Pouch


Conqueror's Periapt
font 01Vigor

MONSTERS
Bars

Snakes

Combacanrs

Spiders

Ogres

Wizards

5%

War 81~de

00002400: Patrol inside Quarry

rass

15%

12%

Tagllus's Miracle

(Opens door next to it)

It

Feather-Light Pelta

Iron Cuisses

Iron

LOCATIONS

m;:

Thousand Troops
Obliteratrix
Reinfor:ed Longbow

Iron Hammer

Rats

Coin Peuch
Dragon's Spit

40%

Bronze Cuirass

13%

Iron lorica

13%

Helical Archistaff

12%

Ogre Bone

62%

II:'

o.frf!'l'm,,:~

Conqueror's Periapt

45%

Dose of Strength

40%

Thunderclap

15%

--:;- -:'.
......_"
VI'"

:----:--- -';--..
....

--------_--~- .. -.' - --.'


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(,I II)!

BASIC INFORMATION
The Ancient Quarry is a dungeon running north to south, dividing the Gran Soren region from the wilderness near the Shadow Fort. The quarry is a superb
spor for mining and for cutting travel times between these areas of Gransys.
The southern entrance is close

to

a Rest Camp. Your patty can leave the caves, sleep, change skills, and even sell excess equipment there. The northern exit is

so close to the capi tal that you can pop over

to

Gran Soren for any services that you need.

Initially, the Ancient Quarry is rather dangerous. Enemies with both spells and swords are living in the northern part of the cave, and several Ogres ensure
that nothing wanders casually through rhe sourh side. Don't come here

tOO

early in your career, or it might be splattering time.

The main thoroughfare cuts down tbe center of the dungeon. You can't use
it until several side areas are used to bypass locked doors. If you lind yourself
stuck while traveling through the quatry, there's always a route around your
current impasse. Make sure to come down the back way to each door and

lldd ll10re tDeigbt

destroy the bar on it. That lets your party move around much more quickly

pressure plates descend faster if you ~ct your entire party's

during future visits.

wci~~t on top of tbem. )1'13even better if you manage to

It's easiest

to

killln

start from the norrhern end of the quarry and work your way

south during [he initial clearing. Use the pressure plate on the eastern side

to

ogre on lop of tbc ptatcs. i[~ey'll drop in no time if

tbat bappcne:

open one gate (for treasure), and the next one in the central chamber to clear
the southern route. Once you do that and destroy the bar on the southern
door, it's easy

to

move through the Ancient Quarry.

SIDE QUESTS THAT BEGIN HERE


OF MERCHANTS AND MONSTERS

The difliculry lies in

Begins:Talkto Alanoutsideofthe AbandonedQuarry(NorthernEntrance)

the "safe" part of the

Ends:Onceyou havekilledallthree Ogresinsidethe Quarryand openedthe gates merchant's plan. The


Reward:8,500Gold,5,000Experience,and 15 RiftCrystals
three Ogres inside the
mine are vicious. Eacb
takes a massive amount
of punishment to kill.
Luckily, they are slow
and don't go after your hero directly. Instead, they attack anyone close

to

their position. When you need healing, simply back away. The same goes
for Stamina. With even a modest supply of healing herbs you can beat these
Ogres at almost any level. It's only a matter of time.

OGRE LOCATIONS:
Southern end of quarry, near the exit
Southern end of quarry, in the eastern loop with all of the metal veins
Alan is a traveling merchant. You can lind him outside of the Abandoned
Quarry, On the Gran Soren side of the dungeon. This guy wants

to

be able to

use the dungeon as a safe shortcut between southern and central Gransys. It's
a good idea, certainly. The only trouble is that the dungeon isn't safe

to

travel

through at this time.


If you can go through, open the gates, and kill rhe Ogres inside, everything

Central section of the quarry (You can'r miss rhis one)


Be sure to belp your allies back up if they go down. Race in, save your pawn,
and sprint away before the Ogre notices that you're there.
Once all of the work is
done, leave the Quarry
and talk to Alan. Doing

should come together. The gates are easy to open. All of them have either

(his causes the Ancient

simple levers to pull or a standing stone that your hero should wait on top of

Quarry to be taken over by

for 30 seconds or so.

workers. Alan sets up shop


inside the Quarry. See the
Shops section of this guide
for a complete listing of his wares. No enemies respawn afterward, so you can
run through with your eyes shut and still come out unscathed.

=-=- --~-~~
...

--.'"

~,

-::.:....::;

'""':l;;'::-

~ - ::..,_ ----===-- -~===_-~-====-~


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-:,;._ .....

-,,_:

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79

MONSTERS

POINTS OF INTEREST
Grearwall

Rest Camp of Grearwall

Chimera

Hobgoblins

Miasmic Haunt

Soulflarer Canyon (West Entrance)

Cyclops

Specters

Direwolves

Ophis' Domain

BASIC INFORMATION
Barra Crags is the region of western Gransys that lies beyond the Ruins of Heavenspeak Forrress. The
landscape is rough and hilly, and it's dangerous to walk around at night. Bring casters to defend against
Specters, since they are physically immune. The nearby Miasmic Haunt also has some dangerous Undead.
Greatwall is near the northwestern corner of the area. You have some imporrant questing to do rhere near
the end of the game, but that's not the only reason to visit the fort. A Rest Camp is outside of Greatwall's
gates, and you can restore your pawns, rest, and handle normal inn activities

while you're there.

A large pond with thick, black water stagnates at the base of Grearwall. Don't run down the hill and wade
in there. Doing so causes blindness that lasts for some time.
A wooden palisade marks Ophis' Domain, a curious place. A Cyclops lives there, bur he doesn't appear

to

be that aggressive. He won't take a swing at anyone

unless you arrack him. The Bandits at Heavenspeak Fort seem to like the fellow, and their boss feeds him. Perhaps if you bring a Goblin here, the Cyclops will
get to enjoy a light snack.
The Bandirs will not be happy with you if you kill that Cyclops, so keep that in mind before you do anything violent.

AREA ENTRANCES

AREA LOCATIONS
First
Floor

First Level
Underground

~---==---~-~
-;_.:--:--,. .. -:-_; -~

oussr

:-.io:-

~~----==-~-~-~
--:.... - ~~.:-:'_,,':- - ...... v..

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-~-=-?:-:'-;,0'-

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::'M':::-

::...~::-

GUIDE

II

II
10%

45%
2%

25%

7%

25%

16%

20%

BASIC INFORMATION
The Blighted Manse is an estate that sits at the northern end of Gran Soren territory. If you're wondering,
a manse is a clerical estate. Whichever cleric or minister settled this place had guts! The wilderness nearby
is loaded with Wolves, Direwolves, Harpies, and even larger beasts. The roads aren't even that safe, so come
prepared with a well-rested parry if you're going

to

explore the north.

You can't enter the Blighted Manse in the early game. The guards simply won't let anyone enter by JUStscrolling
in our of the wilderness. To get in, you have

to

be on a quest

to

come

to

the Blighted Manse. There isn't much

to

steal inside the building, so that's also a deterrent.


The front entrance is easy

to

find; it's across a bridge and near the road. You can see it from a fair distance away.

Anyone walking north of Gran Soren eventually stumbles into it. The rear entrance is more obscure. Take the
road northwest from the Blighted Manse and look below the cliffs at rhe Healing Spring
gated off. Initially, you don't have the means

DUCHESS IN DISTRESS

to

open that either.

The Archers' Ambush

Wben you come here during this quest, your hero steals into the estate by

Walk down the steps on the far side of the bridge and

wearing a set of royal armor. Don't cause any trouble with the guards, and

continue. You find your pawns again in this area,

climb the circular stairways

to

rhe tOp of the building. Aelinore is lip rop,

which is going to be quite important. The path

in the Receiving Room. Escort the lady down the stairs after switching back

ahead has swordsmen and archers alike. You have

into your normal suit of armor. There isn't much point in subtlety when

to get lip onto the archers' higher ledge to kill

you're walking our with the Duchess in tow.

them. Do this as quickly as possible so that

Now you can kill any of the guards that approach. They aren'r very rough
compared

to

the monsters that you fight in the wild. JUSt make sure that

they don't get close to Aelinore.

Finding the Way Out


Use the door on che western side of the bottom level. That opens now that the

random arrows don't puncture the Duchess.


Kill the swordsmen as you go, and finish off any
survivors after the archers have fallen.
Take the southern exit OUtof the room and fight the
last group of guards in the next chamber. The way out
isn't far from there, and your parry ends up in the

Ducbess is with you. Lead her inca the basement, and carry her when the two

Gransys Wilderness, somewhat away from the main

of you reach the river below. Pick Aelinore up and jump across the gap. There

entrance of the building.

are Bats to kill, bur they're a nuisance more than an obstacle.


Keep carrying Aelinore for the next section. Jump down into the water across
the way and keep going through the shadow until you find more solid ground
farther ahead. Put Aelinore down when you reach the next group of guards, on
a wooden bridge. Kill these men and loot the small room behind them.

80

to

And with that, you've saved the Duchess!

find a cave that's been

-:- .."':-

REA ENTRANCES

o
o

o
o

First
Floor

Exit to Pasrona Cavern


To The Bluemoon Tower; Second Floor
To The Bluemoon Tower: First Floor
To The Bluemoon Tower Second Floor
To The Bluemoon Tower: first Floor

LOCATIONS

o
"

Door (Only unlocked if on Griffin, Bane)


Tower Summit
Barred Gate

IMPORTANT

ITEMS

crt Porrcrysral

FORAGED ITEMS

MONSTERS
Griffin

Skeleton Mage
Snow Harpies

Undead Warrior

Il!J..tn~

l~

~~

'I,!,.

flil

tIIO.'i!;'>[~

lntarventlva

40%

Red leather Armor

65%

Gryphic Greav3s

25%

Master's Merle

15%

Rex lion Padding

10%

Assassin's Breeches

40%

Iron Bandi'lgs

5%

Golem Strategy Vol. 2

25%

Griffin Strategy Vol. 2

Large Coin Pouch

20%

Peppermint Seed

20%

Iill'
TrooperOutfi1

50%

SilverChestplate

15%

Jewel 01 Health
II!)
Harpy Cloak
Gryphic Cloak

lID

!{!l

L
I
I

"

75%
25%

~!i)j~

Nimble Earring

40%

Iris Ring

20%

Chimera Strategy
Vol. 2

40%

I
i

IJ~~~

35%

,,\]if"il:\1,1'ifr

I~

50%

GryphicGauntiets

25%

Chimeric Half Plate

15%

Grant Surcoat

40%

Jewel of Health

35%

Jewel of Endurance

;11
Divine Axis

1r,1i1.1iI!f!1"
55%
45%

15%

I
I

'"

35%

GryphicHelm

25%

Vouge Daggers

40%

Violet RIng

35%

II"

!II",

15%

90Y,

PIilrgenstern

70%

lOY,

Bespoke longbow

"

Second
Floor

It

Fj~ryTalon

Chimeric Sabatons

Ill'

,,1i:I.Wlr

Sectional Iron Plate

1m
ISalubrious Brew
I Harspud Sauce

35%

8'

I1!1I
15%
5%

Silver Ring

10%

Salubrious Brew

25%

Large Coin Pouch

30%

Giant Coin Pouch

25%

Vigor Extract

20%

Goddess Gameo

5%

Serenity Extract

20%

Throwblas:

20%

Blast Arrow

25%

IAndler

lD -:awl

85'10

IC~.oar

15'10

~.

'!.!illiI,~v

=.Jt-"

;C'

-.or""',,,,,
-~sarurs

15%
5%
80%

I
I
I

"

-';--

:"

~-~

~- ~

-- ~

VI'I

[.,

--_::::~-~--=- -:::--?..=-~---z=~

-~-~~:2_~-~-~--=
,.

SI (d

~."

-~..

--"

-:.4,...

-::::,
..;'

",'

--

_.

-'

'"

..

'-

-....

..,,~.

-.M'"

.A_

~;:.

-=:~~-~--::::=:::=--::=::::-----.::=--~---===-~-~~

-:.

~T,

--

(.....

-::."

{,.

-"

.~_:

.~

.:-

.::;;

''','

....

_,.

'-.1"01,'"

-y"

~'"

'"

- .... --

-.;.,:

:_~~ --.

".", -:-

Ill!

BASIC INFORMATION

KILLING THE GRIFFIN

Bluemoon Tower is almost the definition of an out-of-the-way place. To


get there from Gran Soren, take the north road past WindbluffTowet

and

continue east when the road finally splits. Push through the windy valley
and through craggy terrain with Bandits, Undead, and the occasional Golem.
Finally, you'll get to the tower. If at all possible, bring a ferrystone, Though

After driving the Griffin back to its lair in the early stage of the Griffin'S Bane
quest, your party must siege this tOwet and find the beast before it heals.
Meet Set Georg at the from of the tower, and then fight from the northern
entrance toward the southern portion of the castle. That's where the actual
tower is located, and the Griffin is supposed to be somewhere at the top.

costly and rate, these items make the journey back ro Gran Soren in the blink
of an eye. It's a major time saver.
Snow Harpies, Skeleton Mages, and Undead Wattiots control the ruined
castle, but they aren't the biggest rhrear (even if the Griffin isn't around).
Indeed, it's the treacherous fooring in Bluemoon Tower that gives the
location such a grim reputation. It's easy to fall off (or get knocked off of) the
narrow stairs and ledges. This can lead to instant death. While that might be
better than a lingering death, it's still not what you're looking for.

Use the treacherous staircases

to

maneuver through the area. Kill the Snow

Harpies and Undead as they rise.

Protect yourself, save often, and watch your pawns. It's easy to stop and say
"Hey, where is my buddy) Oh." It's far better to realize they're missing when
the fall happens and

to

quickly reload. If you don't know what's going on, the

game might hit an aurosave point and lose you that pawn entirely,

(ominG JOere \Early


you can enter IBluemoon [ower before starting 6riffin's
Sane, but rnoet of tbc tower is locked at that time. you can
only crptore tl)e initial few rooms and grab a couple cbests
of treasure.

Things look dire when you bump into Ser Georg again. His men are on the
run around the perimeter of the rower complex. Help his soldiers smash
through a closed gate, heading west (counterclockwise around the rower),
Hack at the bat with whatever weapons you have. It takes several rounds of
attacks to break the heavy bar. Don't turn around to look at the Griffin; it's
bad luck and the time lost could be better spent getting through the gate!
Repeat the gate crashing
in the next area. Don't be
distracted, and don't try to
fight the Griffin. This is
not the best place for that.

'

V .. ',

~.

,~

...

'

-- =-:-:-. ~~;;.:: --::;:::_- ;,; ... - ~T':-:"

-'

~~!,

- ~"" . -~:..;..-:.

:_.",

..

'"

..

- ::,. __-~ .... -_:~:- .. -- :::::- .. ~ :::.

- _~."

:'-:

'

=-:-;.. - ~:: .. - - ~~

..

7:_.

~~

','

~ -. - -=~:-:--:7:-=-

'

~~

..

-~

~
HI

The third gate in the series is one charcannot be broken by your weapons. Instead,

Search the roof once the Griffin is dead. There is money all over the place. A

protect yourself from the Griffin's attacks when it descends. Don't hit back; just

couple of chests are there

wait rhe monster out. The Griffin eventually destroys the gate by itself

nor all! There is another

Run up to the roof with Georg and his men. An awesome battle occurs there
as all of you attempt

to

tOO,
toy

and they often have very good treasure. That's

that you need

to

loot before walking off. The

Griffin's treasure trove had a portcrystal.

slay the beast.

TIow ~ou J5avc a 1)ortcl1'stal


portcrySlll1s let your bero teleport to an area besides qjrnn
50ren, lis tbe instructions say, you cannot place tl)em inside
dungeons. Sut, if you baee 9 favorite area to bunt for monsters,
collect items, or adventure, tl)ey're amajing. you can cut travel
time by :I ludicrous margin if you know wl):lt you're doing.
placing tbe stone in tbe far soutb or west of qjransys can
change many quests. you will also be I)appy to know tbat
porrcrvsmls of tl)is sort can be picked back up. you can
deploy tbc stone in an area wbere you're doing beavy work at
a given time and tben recover it later if you switcb locations.

lIlso, your ferrystones give you a choice (to port to qjran


Soren or llny stones that are deployed). lis eucb, you lose
notl)ing by using portcrvetats on

11

frequent baais.

On your way out of the dungeon, take the northern stairway down from the
tower, Your group comes to a door that is barred; destroy that and you have a

way to go between the entrance area and the tower without going all
the way around the structure.

-;:

,
o.r

.".,~'/-

I'

-,

~_-_.:::::=~-~~---==-__::::_...----==----~-~
4"';;.' __

-:';"

..... "' .

--~

':o_"

--:-;.....

;. ..

,'~

__
-::';;'"

.-- ....

U,,'"

,.._

~~

-=:::,...._~-~-=~

-.z::=--=:~-=-.._..
--:i_;.

-_;:,;;'"

... ~;;-~-

-._>;'':"

j;'-:-

--:;;..

V~""'''
-

-;._.,'"

~ __
~;;.':'

.... ~"v,:"

'"

-=-----.::::..~~~~-.._::..~_-~~~.:'..._
~;;- .

~.:

...

-~-.

..1... :

V/

-~.;;.:'..

{"
--~"'.:-

.
_.;W__:.:

'":"':'S:i':'

~-:-

QI 'ESl (,I 'WI'

lii.\

l~~!

1[.

~
65%

Interventive

15%

Flammica

15%

Harspud Juice

40%

Cloudwine

20%

Cloudwine

45%

Ill)
Coin Pouch
Conqueror's Periapt

I[!'
LighlCure
Seeker's Token

I d!l" mill "H


30%
I
70%
I
I !mil" ~W 'iii
70%
I
30%
I

[i]

._.(i!if'

;",

Cloudwine

40%

Footstool

45%

Seeker's Token

15%

mr

:1;1

15%

Harspud Juice

40%

23%
20%

Angel's Periapt

24%

Saurian Strategy
Vol. 1

10%

Eessicated Herbs

,~.>

t:J,

30%

Wooden Bands

35%

Talismanic Beads

35%

Coin Pouch

15'%

_mw !iI,'ln(i@

'1;:1..

Cloudwine

40%

Footstool

45%

Seeker's Token

1M

roY'

I
J
I

45%

Hemp

40%

Pickled Mushrooms

15%

,'ill~
15%
15%
70%

,wr :r,~
65%

Flemmica

15%

Cloudwine

20%

AREA
ENTRANCES

15%

!Ji''iQn;11l![

Flammica

I~f:"~

leather 8andings

It!l

40%

Pickled Mushrooms

I;ili

Demon's Periapt

Coin Pouch

45%

Hemp

23%

Conqueror's Periapt

Cloudwine

I
I
I

~'1I~

Flammica

45%

iJiTiti'l!I;,

'"Mage's Periapt

1[1
Hemp

I"

,."Il'!@,

Intarventlva
Cloudwine

IMPORTANT
ITEMS

IiScriptures
LOCATIONS

(New Geme )

84

It

Coin Pouch

"/.
-;;.:;;':

WANDERING NPCS
"
.:

re Off Wfth lis Head

1~;00:

~oo:

IDO 700: Home


_)()-

Overlook.

1200: Pablos' Inn, 2nd floor, church

:00-2 200: Returns home

[ellm'

'. q::"'-'
Before Off With Its Head

':-00-0 500: Home

---- -

- .,0 If With (Is Head, Post Game

_2

0700-0930: Chief's office

soo-o 700: Home, working

0930-1200: VOJrhouse

-00- 1200: Goes to church


200: Returns home from church

.:200-0 500: Home, in kitchen

1200-1630: Outside to forage

CLEMENTE (OUEST GIVER)

1630-2200: Church

0500-0600: Church

2200-0700: Home
-,-,----,-.Affer Off Wilh liS Head

0600-2000: Near entrance

e'
::00-2200:

Aestetla's Sundries

2200-0500:

Closes store, returns home

2000-2200: Back at church

~Chiel'S

2200-0500: Church

~200-1630: Outside to forage


~;OO:Church

Before Off With Its Head


Beto(' e Off With Its Head

0700-1100-:

QOOO -2400:

1100-1600: Fish dryer's to work

Uter Of{ With Its Head, Post Game

;aoo-1200:

Beach

1200- 1800: F sh dryers, Chief Adaro's house, wanders

1600-2200: Return;to

1-=

2200-0700: Home-

Workshop

---

'After you receive Wyrmhunt License, goes to church

workshop

2200-0700: Returns home

Before Off With Its Head

Stays until 1600 if you have not completed Floral Delivery.

0000-2400: Pablos' Inn, 2nd floor

'800 -2200: Beach


2300 -0800: Returns home

office

0930-1200: YOJr house

ELONZO

Valmlro's house

Returns to Pablos' Inn


Chief Adaro's house, Beach, Church, Town

After Off With Its Head, Post Game

ELVAR (QUEST GiVER)


~ff

0800-1800: R-;wm$to

With Its Head, Post Game

town, Wharf

1800-0800: leaves Town

1100-1800: Church

Be! are Off With Its Head, Post Game

~oo:

Returns home

0500 -1000: Home, outside

After Off With Its Head

1000 -2000: Church

1100-1800: 8each

200 0-0500: Returns home

1800-1100: Returns home

Aff er Off With Its Head

--050 0-1000: Home, outside


100 0-1600: Shopping district
160 0-2000: Church
200 0-0500: Returns home

1100-1800: CI1urch
1800-1100: Returns home

1200-1800: 8each
1BOO-0900: Leaves town

Before Off With Its Head


Not in Cassarjis

After Off With Its Head. Post Game

After Off With Its Head, Post Game

0730-2200: Rsh dryers

0830-2100:
beach

2200-0730: Returning home

Shopping district, overlook near graves,

21 00-0820: Returns to Chief Adam's house

~Wjth
~O:

GRECIO

Affer Off With lis Head, Post Game

Before Off With Its Head

~-'800:

1600-2100: Returns to town, Chief Adam's house


2100-1600: leaves town

0300-0900: In tront of church

After Off With Its Head, Post Game

0~0-1200: Hom_e__
1200-1 BOO:Church

0900-1700: Enters and exits churcn

Notin Cassardis

1800-0800: Home

"~-

0500-0900: leaves town


1200-1800: In front of Pablos' inn

2200-0500: Church

~Oo:Store

Before Off Wo"lhIts Head, Post Game

1730-0720: Returns to Chiet Adara's house

Before Off With Its Head, Post Game


____

---__

2200-0500: Closes store, returns to house

RTEN

OBOO-1600: Descending cliff


1600-0800: Returning home
After Off With Its Head

~oo;

Descending cliff

1600-2300 Bar
2300-0800: Returns home

0700-1200: Workshop
1200-1830: AesteUa's Sundries
1830-2200: Workshop
2200-0700: Returns home

I Affer

Off Wilh lis Head

-0630-0730: Student's room


0730-1200: Workshop
1800-2200: Workshop

0600-1700: Ch~u:.:rc::..h
---------l
1700-21 00: ~blo!_ Inn, hill near fish dryer's

2200-0630: Returns home

2100-0600: HIli near fish dryer's

1200-1800: Aesteua's Sundries

.-:r~III'ill'
I 0500-1200: Goes to store
1200-1800: I, front of well
1800-2200: Goes to store
12200-0500: Closes store, returns home

After Ott With Its Head, Post Game


0720-1730: seacn

r.mm;rc
0900-1200: Returns to town,~

-------1

1700-0300: Tavern

2000-2200: 6ack of church

Returns to town, store

1800-1100: Leaves Town

Affer Off With Its Head, Post Gam.

0500-2000: Church

Its Head
Pablo,- Inn, 2nd floor

I
l

I,'

'

{. ,'"

.. ~- ~~- .. -~~~..- ?:--:. - ~;~.. '.: .... ~~-~

.~.- ~~-, -~ - ~~ -~.:--, .:; .., - ~:-:- - - =-~~,~~--~:-:..-+:-:=. - =::.. -':3-::;---.


,

.... -~. -~

:./

,'"

'V'

<

"

-=--'. .. -

=,," -...:::--:.-:'", -.~-:- - .:


,

VI I;, I (,I IIlI

FORAGED ITEMS
CATEGORY

NAME

.-

Greenwarish
Potent Greenwarish

Grass

[Frult

Mithridate

Vegetables

Bringbout

~~

Gransys Herb

Small Fish

Berry
Apple

Mushrooms

Fish

Fishing Sob

Pumpkin

Rock

ISweet

,
I

Goblin Strategies
Wall Strategy Vol. t
Blank Scroll
Hemp

Other

Cassardite

Ore

Moonglow

Rowers

Sooks

Large Fish

Carrot
Mushroom

..

""i-

~l'",

"

WoolCloth

Pretty Stone

'Only from 8pm to Sam

Pollen

"Only when failing while fishing

STORES
AESTELLA'S SUNDRIES

Stag. 1

0.25

340
1,140

0.27

1,050

Stag' 2
Stage 2

Tunic

0.28

Cotton Tunic

0.23

330
2,840

Stag' 1
Stage 4
Stag' 7
Stage 6

O.tO

70

Stage 1

Traveler's Shirt

0.21

Mithridate

0.t3

120

Stag. 1

Hemp Shirt

Bringbout

0.20

600

Stage 2

Linen Shirt

Bottled Haste

0.13

160

Stage 2

Eyedropper

O.tl

240

Stage 2

Throat Drops

0.15

280

Stage 2

Forest Tunlc

0.29

18,300

Placative Srew

0.43

280

Stage 2

Quilted Jerkin

0.28

3,210

Liberating Brew

0.13

280

Stage 2

Faded Vest

1.34

360

Purifying Srew

0.18

800

Stage 6

Skull Belts

0.76

840

Stag. 1

Secret Softener

0.15

500

Stage 6

LealherJacket

0.94

730

Stage 1

Stage 1

Dose of Strength

0.15

150

Stage 6

Leather Belts

0.64

2,880

Stag. 2

Dose of Courage

0.15

150

Siage 6

Chestguard

0.70

3,120

Stag. 2

Wadock'sDraught

0.15

150

Stage 6

Sectional Iron Plate

2.74

43,200

Stag. 7

Cleric's Draught

0.14

Stage 6

Bronze Lcrtca

t.34

6,740

Stage 4

tsometnclne

0.66

100
1,000

Stage 6

Leather Protector

1.63

12,700

Tnter'Ventive

0.42

1,300

Iron Lorica

1.65

37,800

lightCure

0.43

1,600

Stag' 1
Stage 6

Stag' 4
Stage 7

Shabby Robe

0.84

Panacea

0.59

2,500

Healer's Robe

0.71

670
2,160

Scholar's Coat

0.89

Magician'sSurcoat

0.96

Lantern

0.60

Pickaxe

0.60

AirtIght Flask

0.45

Empty Flask

0.12

1,500

i
i
I

Stage 7
q

IStag.

2.540
35,100

Stage 2
Stag' 7

Stage 1

320

Stage 1

Wooden Bands

0.22

160

Stage 1

20

Stage 1

Talismanic Beads

0.18

Stag. 1

Flask of Water

0.21

90

Stage 1

Funnybone Guards

0.36

Flasko! Oil

0.27

175

Stage 1

Scholar's Bangle

0.44

960

Pilgrlm's Charm

0.61

70,000

Stage 7

Bronze Bangles

0.78

2,850

0.01

Hand Covers

0.52

4,180

Stag' 4
Stage 4

Blinder Arrow

0.03

Stag' 1
Stag. 4

Novice's Bracers

0.75

1,320

Stage 2

Sleeper Arrow

0.02

18

Stage 2

Leather Gloves

1.02

8,740

Stag. 4

Oil Arrow
Blast Arrow

0.01

Stag. 1

Iron Armguard

1.89

25,920

0.27

?
170

Stage 7

Iron Manicae

1.34

22,350

Stag' 7
Stage 7

Throwblasl

0.27

1,210

Stag. 1

Dragon's Spit

".

0.20

980

Stage 1

Short Pants

0.16

240

Stage 1

Traveler's Tights

031

230

Stage 1

Iron Sword

1.32

1,000

Stage 1

Cation Hosen

0.27

210

Tru5tySword

1.47

2,700

Hemp Hosen

0.27

960

1.92

115,000

Stag' 2
Stage 7

Stag' 1
Stage 2

Worker's Pants

0.29

Ingot Club

2.24

134,800

Stage?

Yellow Gaiters

0.15

840
2,150

Flamoerge

3.03

164,800

Stage 7

Brown Leathers

0.26

5,100

CassardiFlamberge

3.95

Stag' 6 with Frlendshtp 650+


Stage?

leather Shoes
Scholar's Boots

280
1,080

Stag. 1

8.41

228,000
184,500

0.65

Chestcaver

0.82

Stage 4
Stag,4

0.74

1,000

Stage 1

Fur Greaves

1.01

1,310

2,520

Stag. 2

Riveted Boots

1.41

3,880

Stage 2
51age4

Bardlche Daggers

0.89

91,700

Stage 7

Budget Greaves

1.18

420

Stag. 1

Wooden StaN

0.65

1,000

Siage 1

Iron Cuisses

2.75

29,160

Stage 7

Ironclad Staff

1.13

2,570

Stage 2

LeatherCuisses

0.86

370

Chain mail Skirt

1.64

27,200

Stag' 1
Stage 7

0.34

3,300

97,800

Stag. 7

1.38

138,900

Stage 7

Round Shield

1.21

Shoulder Cape

1.34

800
2,160

Stag. 1

Pelta

Stag. 2

Scarred Sentinel

1.78

71,300

Blue Kite Shield

2.67

106,400

Shortbow

0.47

H~--I

0.60

Plain Longbow
Terminal Gyre
!!rcap
~;rCap

600

"
Stage 2

Scholar's Cape

0.73

3,600

Feather Cape

0.28

4,800

Stage 6

Harpy Cloak

1.16

5,300

Stag,7

IStag.
I Stag'

Slag. 2

1.25

46,500
77,800

0;g;~

85,400

Stag' 7

0.32

480

Stage 2

, i.m'

Stag. 7

IStage

Stage 2

0.81

1.29

Stage 2

Criteria

Cast Stone

----I

Throatcutters

Solar Numen

"

Stage 2
Stag, 2

Poison Arrow

Stage 2

250

.j

Stag. 1

,.

120
1,040

Bastard Sword

86

.'

Greenwarish

7
Stag. 7

lOLA'S SUNDRIES
'.

0.46

8,360

Stage 4

~ap
Iron Helm

0.66

4,650

Stage 4

1.76

32,400

Stage 7

i[rQn Headgear

0.88

24,840

Stage 7

Twilight Hood

0.81

26,800

Stage?

. .

Greenwarish

0.10

70

Stag' 1

Mushroom
Berry

0.09

50

0.06

50

Stag' t
Stage 1

Twigbean

0.03

Carrot

0.!2

25
75

Desiccated Herbs

0.23

270

Stag' 1
Stage 2

Pickled Mushrooms

0.14

800

Stage 2

Stag' 1

IJdMilk

0.30

ud JLlce

0.45

ud Sauce
ent Rag
Clolh

-+

0.60
0.07
0.06

I
I
I
I

850

Stage 1

1,750
2,500

Stag' 2
Slag. 4

120

Slag. 1

120

Slage 1

erSap

0.15

160

Stage 1

Mushroom Tea

0.19

160

Stage 1

icating Powder

0.24

Slag. 7

rmlntSeed

0.20

800
2,400

eafOil

0.33

1,600

Slag. 7

Stage 7

2.400

0.19

2,800

:;po f Deliverance

0.31

.ozen Holy Water

0.37

2,800
8,000

0.32

5,000

Stag. 7

0.33

1,500

Slag. 7

trice

.Jcuor

fVigor
fConstitution

0.33

1,000

k'slncense

0.26

1,500

0.26

1,000

's incense
ghtFlask
~ty flask
- ko fWater

---

-~

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BASIC INFORMATION
..assardis is the starting town, but don't let that fool you. Dragon's Dogma
filled with quest content, and you end up doing quite a few things here
: you're interested in helping people and getting paid for it. Rerum to
c.assardis every time the story hits a milestone and see what has changed.
The chiefs house is on the upper side of town. The streets run downhill
rom there. Leave the building where you woke up and explore the town.
:':nmarked houses have modest loot, but there isn't much that's worth your
r.rne, Instead, focus on the stores and the inn. These have better treasure to

."lfer (and nobody gets upset that you're stealing all of their goodies). Take
terns from dressers, tables, armoires, and so forth. Sell spare items for extra
cold when you're trying to get better gear for your hero.

)?emerry <9lde notice Soard


tllany of tbe enrly quests (Ire found at tbc inn, 11notice
Soard inside tbe building lists quests tbat are available,
5imilnr boards (Ire found throughout

tbe world of Cransys,

i[~ey're ebown on your mini-map and ebould alw.lYs be a


point of interest.

When your hero tries to leave town, a gateway appears. A pawn falls through
the gate and practically bumps into you. Seeing this, a villager comes

you can clear nil of tbc quests enrly in tbc Game, but more of
tbem appear periodically. i[~is is not baaed on time in tbe
world, but instead by bow far you've Gotten in the Game itself.

forward to explain some of this curious activity. He talks about pawns and
their strange lack of will or personal drive. He also says that there is an
Encampment nearby where there are likely to be more pawns. This triggers
a quest (Upon a Pawn).
Take the pawn to the
Encampment to fulfill
the quest. You only
have to walk for a few
minutes

(0

get where

you're going.

If you've spent a long time wandering around town, consider resting at the
inn before leaving the area. Sleeping until morning ensures that you aren't
caught outside in the darkness. This is also a great rime ro save your game.

STORY QUESTS
THAT BEGIN HERE
UPON A PAWN
Be~ins: Wilen your hero first tries to leave Cassardis
EMs: After you have lead the pawn to the Eneamprnent,

west of Cassardis

R.ewaJd: 800 Gald, 300 Experience, and 3 Rift Crystals

Use the gate on the west side of town

to

exit Cassardis and then keep

road. Your friendly pawn stays close by, and soon there is action

to

to

the

test your

Once the encounter is over, continue along the road. Run all the way

to

the

Encampment. This completes Upon a Pawn and gives you access to a new area.

mettle. A Peddler is under arrack! Rush the three Goblins that are assaulting
the man and beat them down. Your pawn assists throughout the fight, so
there isn't mucb danger.
That said, you can still start

to

learn the basics of combat with your new

hero. As you did earlier, alternate between light and heavy attacks
feel for them. Push around the Goblins

to

to

SIDE QUESTS
THAT BEGIN HERE

get the

ensure that they don't gang up on

A DARK CHORUS

you. And, when possible, keep your current target between your hero and its

Begins: At the Cassardis Notice Board (after going to Gran Soren)

buddies. That way, the other Goblins can't attack you without going around

Ends: Once you have killed 10 Harpies

their friend first. It buys you more time.

Reward: 500 Gold, 500 Experience. and Golden Stilettos (Valuable)

You should be safe once all three of the Goblins have been slain.

Grab this as soon as it becomes available. You have to look at the Notice
Board after returning from the capital.

The peddler is named Reynard. He is happy to have survived the encounter


and gives your hero a leather cape as a reward. Go into your equipment menu
and equip the cape for extra defense.

Generic Harpies are up in the north, on the way


have

to

to

Gran Soren, You don't

return to get your reward, so there is no reason not to take this quest.

Eventually, you complete it, even if you don't go


They'll find you.

Out

looking for the Harpies.

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A PROSPECTOR'S PARTNER
Begins: At the Inn Notice Board (After meeting the duke)
Ends: After you escort Merin to The Shadow Fort
Reward: 5,000 Gold, and 3,000 Experience

Take Merin from Cassardis over to The Shadow Fort. It's a common escort
goal, so you know how to get there by now.

AN INNOCENT MAN
Begins: Talk to Tomlin in the upper section of Cassardis (after meeting the duke)
Ends: When you let Tomlin know about his father
Reward: 10,000 Gold, 6,000 Experience, and 20 Rift Crystals

Cassardis still has a number of quests for your hero, even after you've become
a celebrity in Gran Soren. After meeting the duke, come back to Cassardis
and walk up the road that leads toward the chiefs house. Tomlin is a boy who
meets you there. He's worried about his father, and he explains why.
At some point, combine irems to craft yourself a skeleton key. If you don't
have tbe materials right now, you can simply buy a shackle from The Black
Cat (in southern Gran Soren). Shackles can be combined with hunks of are or
scrap iron to make your key. The Black Cat also sells skeleton keys, but only
one here and there. It's better and cheaper to make your own key,
The next time you're in Gran Soren, check into things for Tomlin. Look for

Take Ansell out to the aqueducts and lead him south to his son. The two

Ser Jakys in the Noble Quarter; he is marked on your map. The guard gives

reunite. All is well, and you get your reward.

you a good lead about Tomlin's father. Go into the Duke's Demesne, and look
on the lower level of the castle, in the dungeon; you can reach it by taking
the stairs down from the southwestern part of the keep.

AN UNINVITED

GUEST

Begins: Talk to Pablos at the Cassardis Inn (After the events at the Encampment)
Ends: When you have stopped the thief
Reward: 3,500 Gold, 2,000 Experience, and 10 Rift Crystals

Ansell, Tomlin's father, is in the last cell on the left. Maneuver around the
bars so that you can speak with him. Use your skeleton key to open Ansell's

Pablos is tired of someone sneaking into his business and taking his supplies.

cell. You then need to open the cell across from his to lead the man to safety.

He's banded together with other local merchants to Stop it. Go to the inn and

Don't take him out through the front of the dungeon. This JUStgets you

agree to help, and then talk to Aesrella and Heraldo (the shopkeepers just

caught again the first two times you try it. The third time around,

south of the inn).

the quest ends in failure.


Use the secret passage on the other side of the hall.

Once you've seen the other merchants, speak


with Pablos again. Talk to him twice and test until

There are Bats, Rats, and a Snake or tWOin the

evening. After night falls, wait for a moment inside the inn and then dash

secret passage, but those are pathetic, foes. Squash

outside. The thief runs along the main strip in town. If you don't see him

them to make sure that Ansell doesn't freak out.

immediately, patrol the


nearby side streets until
you spor the crafty fellow.
Sprint over to him and
use the shoulder button
indicated to grab the creep.

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Talk to Pablos afterward


interrogation.

and he mentions

You get your reward,

fairly lucrative,

the results of the thief's

and that's

Afterward,

that! The quest is easy and

interact

called Dripsrone

with the well to climb down into it. The area you enter is

Cave. Explore the dungeon

and kill the Saurians in the lower

area to get credit for the quest. Talk to Poll afterward

so it's a good one to do as soon as you get ir.

BURDEN OF PROOF

The fight against

Begins: At the Inn Notice Board (after meeting the duke)

very careful of fighting

the lizards while standing

Ends: After you have killed three Golems

out your hero's lantern,

forcing your group

Reward: 75,500 Gold, 500 Experience, and 3 Rift Crystals

hard enough

the Saurians can be difficult

to see by lantern

for your reward.

for a low-level

adventurer.

Be

in the water. Doing so puts

to fight in the dark. Saurians are

light; they're practically

invisible

when the cave

goes black. Order your parry ro stay close, and let the Saurians come to you

DYING OF CURIOSITY
Begins: When you talk to Merin on the Cassardls beach (After visiting Gran Soren)
Ends: When you find out about Valmiro
Reward: 8,000 Gold, 5,000 Experience, and 15 Rift Crystals

Get this quest before running


Golem

during

Witch Hunt, if at all possible. Then look for a

that quest and while exploring

corner of the map. Return

the crags in the northeastern

after several days to hum

the larrer Golem

second time.

BURDEN OF PROOF (2)


Begins: At the Inn Notice Board (after completing the first set of Aldous' requests)

Merin

Ends: After you have killed 10 Geo Saurians

become

is a friend of Valmiro,

back in Cassardis,

He's worried

Reward: 15,500 Gold, 500 Experience, and 3 Rift Crystals

look for Merin on the beach. Talk to him, and then talk to people
town to learn more.

Geo Saurians
seen until

aren't often

the late game,

Alonso is by the froor gate

when you start to explore


northwestern

Barren is 00 the main street,

near the herb store

Gransys
Mayra is usually

on the main street as well

and its most dangerous


dungeons.
Cassardis

Come down ro
to

after you've completed


few quests

All of them

get this quest

think

that Valmiro

may bave left town. Leave

at the duke's

Cassardis
behest.

and look along the

beach between

Cassardis

rhe Encampment.

DEEP TROUBLE

and

Bring at

least six herbs that resrore

Begins: Talk to Poll by the well in Cassardis (after returning from the Encampment)

Health

when you go out

Ends: When you have killed the Saurians that are infesting the well
(e.g. Greenwarish).

Valmiro

Reward: 2,000 Gold, 1,500 Experience, and 5 Rift Crystals


needs them when you find
him. He's on the Cassardis
side of the beach. Heal
him and then head coward
the Encampment.

Valmiro

tries to make it there, but he


collapses

JUSt shy of the south gate.

Revive him again, neat a tree off of the western


side of tbe path.
Well, that's

not it for Valmiro.

in Witchwood,

Seek him again

near the entrance

to the forest.

He needs a few more herbs. Return


Poll is a young man of Cassardis.
town gate. After your hero returns
some problems

already has one.

by the well, near the western

from the Encampment,

Poll tells you about

that the town's been having. If you agree to check out the well,

he gives you a lantern.


90

He's standing

Give the lantern

to

your primary

pawn if your hero

and talk to Merin again afterward.

ro Cassardis
If you don't

see him on the beach, look inside a small


building

about

what's

of his friend since you left for Gran Soren. Come back ro rown and

near midtown.

It'll be marked

your map if this is set as your priority

on
quest!

around

Benita is one of the town's best healers. After the arrack on the village, she

XTERMINATION

finds herself quite busy taking care of the wounded.

- ns: Cassardis Inn Notice Board (After Hydra Fight)


: If you find and kill 24 Giant Bats

'rer finishing a number of events at the Encampment,

return

to

_,;sardis inn and look at the notice hoard. Here you find a task

to

Sunbright herbs grow outside of town, and they're easy

the
kill two

zen Bats. They're found in Dripstone Cave, Everfall, the Ancient Quarry,
a number of additional dungeons. If you kill rhe seven Bats at the front
. Dripstone Cave each time you're coming through Cassardis it won't be
d ro get the guest done. Everfall has even more of them, bur you need
to

the capital

to

to

under her care. You can help!

rd: 50,500 Gold, 500 Experience, and 3 Rift Crystals

up

he doesn't have time

leave Cassardis and gather herbs that are needed to treat the injured that are

to

spot. Look around

trees while you're adventuring in the nearby wilderness. When you have five
sunbright, come back to Cassardis.
Give Benita the sunbright (by interacting with her and then selecting
the herb from the inventory screen that pops up). Then go off hunting for

to

get those.

another herb, called moonglow. Rest at the inn until evening and then hum
along the shoreline (in town). On the southeastern side of the map is some
moonglow. You can only find and harvest it ae nighr. Gather the herb, rest

FAREWELL, VALMIRO

until morning, and give the moonglow to Benita. This completes the guest.

ins: Talk to Valmiro as the steps that overlook the beach (after meeting the duke)
- ds: After you've helped Valmiro get ready for his expedition

If ir takes longer than one week to get this guest done, your hero won't

-eward: 15,000 Gold, 12,000 Experience, 25 Rift Crystals, and an improved relationship

receive the potent greenwarish as parr of the reward.

,h Valmiro

GOBLIN RAID
-almiro is heading off to

Begins: At the Cassardis Notice Board

.ce the world again, but

Ends: When you have defeated 10 Goblins

znrs time he wants to be

Reward: 1,500 gold, 1,000 Experience, and 3 Rift Crystals

~repared. Help him get


'he things he needs for his
Adventure.

Potenr Greenwarish:
Sold in Gran Soren, and check your srorage in case you already have some;
)"oucan also combine Greenwarish with Sweet Pollen to get what you need.
Lantern: Sold at Aesrella's Sundries right there in Cassardis
our Ambrosial Meat: Buy an airtight Bask, hum big game until one of
them drops the meat, wait for ir to sour, combine it with the Bask, and
then you're good to go. Another way

to

get this is to rake the flask to the

Ancient Quarry and break boxes in the center of the dungeon. One piece
of Ambrosial Meat is there, and it's already sour! This is a big rime saver if
you're having trouble getting the meat on your own.

This is one of the first Notice Board quests in the game, and you can starr
on it almost immediately. Accept the guest at the town inn and then look

Pilgrim's Charm: Can be purchased from Fournival, in Gran Soren's


Noble Quarter.

down the Goblins when you're free

Give Valmiro these items and he is quire pleased wirh your hero. This
gets you closet

outside of Cassardis. Goblins are a common sight in the woods nearby. Hunt

to

the lad and helps starr him on the path toward being a

successful adventurer.

to

do so; this doesn't take very long.

When you're ready to starr, leave town by the western gate and hunt around
the hills outside. Not only are there Gohlins

to

slay, hut chests of loot

abound. Open these to get additional items for your hero. Keep an eye out for

FLORAL DELIVERY

the glow of herbs. Floral Delivery is another local guest, and that reguires you

Begins: Talk to Benita (outside, in midtown)

to gee five sunbright herbs. They're fairly common around trees, so look for

Ends: Once you have gathered Sunbright

(x5) and Moonglow

(xl)

the herbs while you kill Goblins!

Reward: 1,000 Gold, 500 Experience, 3 Rift Crystals, and Potent Greenwarish (x3)
If you can't find 10 Goblins to kill on your first pass, JUStstay at the inn in
Cassardis or the Encampment. More Goblins appear by the time you come
back through the area.

GRIM TIDINGS
Begins: Talk to Elvar (a
fisherman in southern Cassardis)
Ends: After you have informed
Merin about Cortese and
returned to Elvar
Reward: 300 Gold, 100
Experience, and 2 Rift Crystals

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Elvar is a fisherman

who lives on rhe southern

wife have a home there, near the church.


With

thar informarion,

go north

side of Cassardis.

ro the beach and find Merin;

on the map if chis is your priority

You've probably

He and his

Talk ro Elvar to learn about

Cortese.

he'Il be marked

available.

been ro rhe Shadow

Getting

Ferrysrone

Fort by rhe rime this quest

paid ro go there again is rather

you ger a

our of this, and those are worth far more than their weight

in gold.

quesr. Talk to Merin and then go ro the


Use the well to leave town and get a head starr on the journey.

church

becomes

nice. In addition,

Cur West

or Elvar's home to find Elvar again. Talk to him as well ro complete


across the land, and hurry through

the quest.

need any of che Encampment

You don't ger much experience


rhar a completionisr

or loot from doing

involve Hobgoblin

this, but it's something

wi II want ro rake care of.

GUARD DUTY

the rhick forests.

Check to see if you

quests before doing this, because some of them

killing,

and they're

common

in Devilfire

Grove.

sights

Begins: At the inn in Cassardis (after you've returned from the Encampment)

As a note for your safety:

Ends: After you have taken Madeleine to the Encampment and paid her 1,000 gold pieces

stick to the road for the last

Reward: 700 Experience and 3 Rift Crystals

leg of the trip. Running


into a Drake won't make
your escorr any easier. It's
more than likely that Adaro does something reckless and gers cur in half.
Better

co spend an extra minute

Also, avoid getting


in rhose regions,
(especially

going

around

roo close co waterways.

and they're tough enough

while prorecring

someone

rhe lake, on the east side.

There are often Saurians

basking

ro be a rhreat against youe parry

else who won'r really defend

himself).

HE SHOULD BE SO LUCKY
Begins: Cassardis Inn Notice Board (Anytime)

Ends: After you kill 5 Rabbits


Reward: 1,000 Gold, 500 Experience
This quesr won'r be available
you've left, explored

when you're firsr in Cassardis.

the Encampment,

and returned.

the Encampment

are over, come ro rhe Cassardis

ro a conversarion

berween

rhe innkeeper

It opens afrer

After rhe eVents at

inn. Go inside and lisren

and a traveling

saleswoman

Madeleine.
woman

named

Talk with the

after she's done and

offer ro escort her ro the


Encampment.
The trip rhere is an easy
one. You might

encounter

a few more Goblins,


rhat's no problem.
experience.

When

inventory.

you're

in rhe clear, ralk ro Madeleine

Some of rhe irems are a bir expensive,

but
[r's free
This simple

but you mighr

be able ro ger

around
lirde

an upgrade

rhe wilderness

After you arrive ar rhe Encampment,

ralk ro Madeleine

gold if you want ro help her on rhe way ro rhe capital.


considerable

amount

and give her 1,000

rhings.

unlocked

Rabbirs

Ir seems like a

Ranged

of town. You find rhem all

and anyone quick can ger rhe poor

arracks are the mosr useful for killing

by helping

Madeleine

over and hacking


(in two groups)

rhe encampment.

of money now, bur you can make ir lip rarher quickly.

rhere is an achievementlrrophy

up her shop. If rhar makes a difference

In

ser

for you, facror ir in.

GUARDSMAN SOUGHT
Begins: At the Cassardis Notice
Board (After 'eturning from Gran
Soren)
Ends: After you have escorted
Adaro to e Shadow <ort
Reward: 5000 Go d 3,000
Exper e ce a."d a Ferrystone

92

ourside

near Cassardis,

rhem, but

or rwo.
sprinting

addirion,

rask is ro hunt Rabbirs

if you want ro see her

rhe Rabbirs

on rhe northern

is just as effective.

You find five

side of rhe road as you go roward

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LOST AND FOUND

L-\TIRlAL WITNESS

Begins: After the Hydra fight at the Encampment


Ends: When you discovered
Witch wood

Quina's whereabouts

and completed a secondary task in

Reward: 3,000 Gold, 4,000


Experience, and 5 Rift Crystals

Though this is a Cassardis


quest, you are informed
of it while still at the
Encampment. Elvar, the
fisherman, shows IIp after
you defeat the Hydra. He tells you that Chief Adaro needs your help because
Quina is missing.
Return to Cassardis and talk to the chief near the western gate. He says that
Quina is out looking for something and that she might be in Witchwood. That's
a fair trek from where you are, so take care of any duties in town before leaving.
Walk down the road from Cassardis, go past the Encampment, and use the
western trail to get around the bay. Once you've reached the other side of the
trail, turn south. A road takes you all the way into Witchwood. Wolves and
Bandits litter the route. Either run down the hill as fast as you can or fight
through the masses. If you choose the latter, remember to heal when you
reach the woods. Use a couple of minor restorative items to get your party
back

to

fighting condition.

Traveling between Cassardis and Gran Soren is a common occurrence in


Dragon] Dogma. This escort is very easy because you end up taking Benita
along for the ride. If you're planning on using a Ferryscone at any point in
your southern journeys, that's even better. You can make almost instant
money by accepting this quest firsr, and then jumping directly to
Gran Soren.
Cape Pacrforge is the cliff south of Gran Soren. It overlooks the ocean and
the harbor, so you get a wonderful view of the territory around the capital.
The Spot Benita wants is marked on your map when this quest is set as your
priori ry target.
Quina is by the entrance

to

the woods, and she directs you east. Talk to a

woman named Selene at her house on the eastern side of the forest. When
you're finished, return

to

Chief Adaro for your reward. The only difficulty in

this is navigating Witchwood itself. Take a look at the entry for that region if

MYSTERIOUS MISSIVE
Begins: At the Cassardis Notice Board (After finishing

Reward and Responsibility)

Ends: When you escort Pablos 10 Ihe Shadow Fort


Reward: 5,000 Gold and 3,000 Experience

you have any problems.

LOST FAITH
Begins: At the Cassardis church
Ends: When you have found and returned the church scriptures
Reward: 300 Gold, 200 Experience, and 2 Rift Crystals

Father Clemente misplaced his scriptures and has great need of them. They
must be reclaimed at once. Talk to Lewes on the way alit of the chapel; he is
often found on the building's steps outside. He admits that it's his fault that
the scriptures are missing, but that doesn't help you find them.
Descend from the church and save your game. The narrow steps that lead
down from the church area are high up. From them, you can jump onto the
rooftops of other local buildings. Look at your mini-map to see where the
scriptures are located; they're on tOp of the building that's marked with a
red circle. Jump onto the rooftops and grab the book. Return it
your reward.

to

Auster for

A basic escort out to the Shadow Fort. This can be done at any time in the
lare game.

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QUELL THE HOBS

RECONNOITER

Begins:Atthe CassardisNoticeBoard(Aftergoingto GranSoren)

Begins:Atthe CassardisNoticeBoard

REQUEST

Ends:Whenyou havekilled30 Goblins

Ends:Onceyou haveescortedValmiroto the ShadowFort

Reward:500 Goldand 5,500Experience

Reward:SilverOre(x3)
This is the toughest of the initial quests in Cassardis, You can get it from
the Notice Board at any time, but you can't complete the mission without
substantial work. Be wary of taking this quest before you've done most of the
early tasks in Cassardis. Also, bring herbs to restore health with you. You'll
likel y need them on the road I
There are Bandits along the way. Wolves and Saurians show up too! If your
parry isn't ready for the journey, there will be a whole lot of running away.
That's doable, bur we want you

to

know what you're signing up for.

Save often, because the quest aurornarically fails if your charge dies. Valmiro
won't do anything impressive to defend himself, so you have

look out for

to

yourself and him (even when fleeing).


You can pick up this quest after returning to Cassardis, later on. It's a simple
and direct task. Get it immediately and just keep doing what you're doing
in the world until the reward comes in. Goblins are almosr everywhere in
the world, so there isn't a need to go after them directly. Moonsbit Pass, the
wilderness outside Cassardis, and Devilfire Grove are all great
hunting grounds.

The Shadow Fort is far west, past the Encampment. Take Valmiro to the
Encampment and continue north, past the camp. A small valley

ClltS

west

through the mountains, and that's what you're looking for. Fight any wolves
that nip at you, and be especially nervous when you're approaching the
western mouth of the valley. Bandits are likely to ambush your group there
(with boulders and then missile attacks).

RAT CATCHER
Begins:Atthe CassardlsNoticeBoard
Ends:Onceyou havedefeatedsevenRats
Reward:800 Goldand 500 Experience

Up close, these thugs don't offer much resistance, so sprint up to them and
slice them to ribbons. Or skewer/blow them up, as appropriate to your
interests. Hop carefully down the hills afterward, and cur west through the
lowlands. Monsters ate plentiful, so the experience rewards are quite nice.
Grab this quest from the Notice Board at the inn. Don't worry about
completing it until you have another quest to examine the well in Cassardis
(that comes soon enough, so wait for it). Once you've gotten the task to go
into the well, do so. Search the top ledges for seven Rats. It doesn't take more
than a minute

to

finish this quest, and the experience reward isn't bad for

such a quick task.

When you get closer to your destination, things get worse. There are many
more monsters

to

face. Goblins come in droves (with their large Hobgoblin

buddies), and there is even a Drake! Stick to the eastern road around the lake
in Devilfire Grove. That's safer than going up

to

the Shadow Fort directly.

Use items to resrore Stamina if you get low at a critical moment, and keep
moving until your parry arrives at the Shadow Fort. Stay outside of the
building until you get credit for the quest. Then, you're ready

to

rerum home.

\.

--7-'

THE MAKER'S MERCY


Begins: At the Cassardis Notice Board (after meeting the duke)
Ends: Once you have hunted t

a Deer

Reward: 500 Gold, 500 Experience, and Tuft of Hair (xI5)

~CHOLARLY PURSUIT
~gins:

Atthe Cassardis Notice Board (After returning from Gran Soren)

; ds: Once you have escorted Clemente to Bloodwater Beach


eward: 5,000 Gold, 3,000 Experience, and Placative Brew (xI5)

Somebody in Cassardis wants you

to

kill a bunch of Deer in ehe northern

forests. It sounds strange thar someone needs to have Deer killed off that far
from home, bue work is woek.
There are plenty of Deer in the Wileed Forese (easr of the Abbey and west
from Gran Soren). That's a good place
to

to

hunt, though this quest isn't going

yield much experience or gold. It's one of the better easks eo eake and then

finish whenever it happens. Going noreh juse eo hunt Deer isn't rhe most
efficient use of your time.

VENTURE FORTH
Begins: At the Cassardis Notice Board (After returning from Gran Soren)
Ends: After you have escorted Quina to Prayer Falls
Reward: Panacea (x5)

Bloodwater Beach is Out


to

to

the west, past the Witchwood. If you're going out

that area for other reasons already (like hobgoblin hunting), this is a good

quest

to

piggyback on that run. The extra experience is nice to snag without

putting in any extra effort.


The quest Reconnoiter Request has a good description for the trip west, Making

Quina wants an escore into rhe northern part of Gransys. Prayer Falls is near

it to Bloodwarer Beach is similar, but you break off before entering Deviltire

the Abbey, west of Gran Soren. To keep het safe, take the roads all the way

Grove. Your parry has a pass through Conqueror's Sanctuary instead; irs a

up

natural valley that the goblins use like an arena. There are ballisrae ro iire on

from Gran Soren, and Prayer Falls is only a jump northwest from ehe Abbey

the party from higher elevations, and cyclops guard the main way thr ugh.

itself Take Quina there, and you're in good shape, Tbis journey is much safer

Either rush to ehe western gap as fase as you can or fighr everyrhmc r

during the day wben you don't have to face any spectral enemies or Undead.

The beach is down the narrow pass on the other side of the arena.

re

to

the capieal and then move west. The Abbey is almost in a direct line

.ore that Quina stays at the nearby Abbey after she's done visiting the falls.
If you want

to

see her, seek her there in the future!

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AREA ENTRANCES

First
Floor

First Floor
Second Level Underground
First Level Underground

LOCATIONS

First Level
Underground

"

"~I
Restless Earring

,~
Concueror's Periapt

25%

Violet Ring

It

15%

Magick Buckler

15%

I
J

Oirewolf Cape

25%

Tiger Bangle

20%

BI~ut

20%

Ogre Bone

10%

Frame Plate

65%

Violet Neck Wrap

5%

Angel's Periapt

21)'1.

FiJll Chain Hosen

5%

Angel's Periapt

30%

Ring Of Gt.iJes

10%

large Coin Pouch

15"

Angel's Periapt

20%

Large Coin Pouch

15%

I
I

Vlm

15"
10..

large Coin Pouch

20%

UquidVlm

10%

Ill.'

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Set of Salvation Robes 1100%

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Eden's Warden

Coin Purse of Charity

15%

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Rose Ring

10%

Jewel of Darkness

20%

t:,~t1Tactics

" 20%

0!1il1'I1 ~.Wt!L

Feather-light Pelta

15%

20%

Scalding Razors

15%

":"'C=

5%

Bronze saner

Jewel of Health

15%

.Z"7' Coon Pouch

35%

Wizard's Helm

10%

Coin Purse of Charity

10%

20%

Headless leon

35%

Large Coin Pouch

25%

Second Journal Entry

1~lgnm's

Only dunng

100%

A Pamng sm

..age'sShoes

'"""

Charm

Violet Ring

i(I,
Angel's Periapt

IQ
Undead Strategy
Vol. 2

Il!l

96

20'1.

1.(;1

10

II

Leather Circlet

70%

:rops

15%
15%

10%

~,.

..

30%

Large Coin Pouch

2%

Liquid Vim

7%

Ghost Tactics Vol. 2

26%

Salomet's Secret

35%

IJilW'lim
Silverwheat Paste

45%

Missionary's Robe

20%

Dalmatlca

5%

Balmy Perfume

30%

J
I

.\IONSTERS
Ogre

Phantoms
Rats

Skeleton Knight
Skelccon Mages
Spiders

Second Level
Underground

IMPORTANT ITEMS

Third Level
Underground

FORAGED ITEMS
~~If:I'Ji1
Mushrooms

'"",1]1
-lAvernal Mushroom
Rock
Copper Ore
Silver Ore

Ore

Gold Ore
Catacomb Gold
FuUgin Ore
Lodestone

Sorrowstone
Books

Ancient Scroll
Undead Strategy Vol. 1
Tuft of Hair

Other
I

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Hemp
Wool-Cloth

rFlammica

~~

(i)

Skeleton Strategies

15%

sco-cnec Pelta

15%

Mage's Periapt

30%

Balmy PerfLme

20%

Crescending Roar

15%

L~rge Coin Pouch

2%

Veteran's Periapt

7%

Frozen Tomorrow

15"

Purifying Brew

7%

lnterventive

27%

Mork's Periapt

5..

Interventive

26%

Coin Pouch

31%

Colr Purse of Charity

15'

Throwblast

35%

Light-Cure

20"0

Salomet's Secret

15..

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11)1

BASIC INFORMATION
Light your lantern and get your bearings before going far into the Catacombs. There are dozens of Undead infesring the dungeon, and you can quickly find
yourself surrounded if you can't see what you're doing.
For the first run through the area, go slowly. Area of effect spells and Weapon Skills are preferable for most fights. Fire and holy damage are both quire good,
if you have access to them. Casters with Fire/Holy Affinity and fire spells are very lethal.
Ignore the locked door near the entrance. You have ro go all the way around ro the eastern side and then come back
way, but they don't have any ranged allies. It's easy

to

to

unlock it. There are Undead along the

pull back and trash them if you get into trouble.

The small corridor sourh from the ladder goes deeper into the Catacombs.
An Ogre isn't far in that direction, so prepare your party for a longer fight.
The second room of
sarcophagi has a lever
against the wall. Use that
to open the door to the next
section of the dungeon.
The path winds back ro the
beginning of the dungeon,
though this time you're on the other side of the locked door. Smash it open!
Then, look around that room for a lever. This controls an elevaror of SOrts.
Take that down

to

Use the tunnels to your advantage. Dart around when your hero needs time
to replenish Stamina, and ambush the Ogre from behind whenever possible.
Never fight it from the froor!

THE REAR PASSAGE


There is a rear passage on the second floor of the Catacombs. In the
southeastern part of the level, your group finds a barred door. Destroy the bat
with one of your weapons and open the way. This corridor ends in a ladder.
Climb up

to

find a secrer entrance that is almost at the gates of the city itself.

It's incredibly useful for getting west of Gran Soren without trekking

the lower tier of the Catacombs.

through the wilderness. Use this whenever you like!

THE SECOND FLOOR

The secret eorrance is also useful when corning back to the

The second floor has nastier Undead. This is why it's especially good

Catacombs. Your party can skip the entire first floor of the
to

have casters at your side. Phantoms and normal Undead attack in the larger
rombs. Casters should focus on the Phantoms while other characters keep the

There isn't much more to the

shambling Undead off their backs.

Catacombs if you've come

Use the lever in the large sarcophagus room to open the way forward. The
connecting tomb has Skeleton Mages. Rush them and keep these casters
knocked down. Melee characters ate very effective against them.
Another tomb isn't fat

to

here early in the game.


The final few sections
of it are locked, for
now. You might as well

the east. Here you find Skeleton Knights to fight.

leave unless you're already

They're tough, have nice armor, and all of them have shields. Use knockdown

engaged in one of the

attacks religiously, It's much easier to damage the Knights when they're

quests

on the ground. Harp on the knockdowns until a few of the Knights are

this area.

down, and then switch ro fast attacks for easy damage against the ones
that are vulnerable.
A ladder to the east gets your party down toward an area wrrh ore veins.
\Valk north and kill a few more Skeleton Knights. Then. rruae

(0

your heart's

content. Also, open the chests from the area near the lad er an<:! back behind
the are veins.

98

dungeon by coming in from here.

to

explore

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THE SECOND REAR PASSAGE


-

15

area of the Catacombs is part of the quest Seeking Sa/vation. Eventually,

r hero is asked to investigate a group of cultists. It's said that they're


ring in the Catacombs to plot something nefarious. Go down to the
and level and walk past the Ogre's room. Southwest from there is an open
m. Drop down to it and see if there is anything clandestine going on.
or party has to fight against a horde of Undead. Several key scenes come
coreand after this light. Once they're over, unlock the door at the back of
Meeting Hall. The connecting passage eventually leads to a ladder. It
.es you out of the dungeon entirely and reveals another rear entrance
the dungeon.

Take the Gems back to the stairs and look for a door to the north. It's not far
away. Examine the door and watch your hero insert the Gems of Salvation
inca small holes along its surface. The Confessional Cham bet is revealed, and
you meet Balsac. He indulges in a short monologue; that's how you know
that he's a bad guy' Attack him as soon as you are able.

THE LOCKED DOOR


The locked door on the second float can't be opened for rnosr of the early
game. It's not until you are on the quest Rise of the Fallen that your hero
gets a key to that door. When that time comes, head into the
Catacombs and go to the second floor. Unlock the door and brace
yourself. The hallway is thick with Undead, and the Stairs at
the end lead up into Skeleton Mage territory. Don't let your
pawns fragment and start going off into different rooms.
Keep everyone close to your hero and light slowly.
Once you've cleared the floor, look for the five Gems
of Salvation. All of them are inside the sarcophagi
on this floor of the Catacombs. Start at the stairs
that you used to get up here. Walk south and
open all of the sarcophagi along the way.
We've marked all the Gems on the map,
so if you miss one use it to help you complete
your collection.

=O.'w'"

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(,('11)1<

MONSTERS
Bandits

Snow Harpies

Cyclops

Specters

Chimera (Neat the Road)

BASIC INFORMATION
Cursewood is west from the Wilted Forest. A river divides the two areas, so
you know that the transition is near when you start

to

hear or see the water.

Taking the northern road through the area is safer; you see fewer Bandits up
there, and the Snow Harpies aren't that tough,
The southern road is nasty, The Bandits come in massive raiding parties, and they're better armed than Bandits elsewhere in Gransys. Expect them
major thorn in your side unless your party is well geared and well leveled,
On rare occasions, you can find a Cyclops near the crossroads, or a Chimera deeper in the forest,

MONSTERS
Spiders

BASIC INFORMATION
The cliffs are merciless around Curlass Cape, on the norrheasrem end of
Gransys, This area is difficult

to

reach and can only be approached from the

west (through a narrow valley), There are Bandits on the way, but once you
reach the cape itself there aren't any serious threats, This marks a place

to

take a breather after a long journey,


Bluemoon Tower is nearby, ro the east. Pastona Caverns and the Windworn
Valley are

to

the west. All of these are much more dangerous and shouldn't be

attempted unless you know what you're getting into.

to

be a

~
'"_

_TIR5
rnbs
(
ling Sprrng
d Garrison

meras

Goblins
Hobgoblins
Snow Harpies

BASIC INFORMATION
Hills is the seerion of wilderness that borders Cursewood, Northface

up on your screen, you know that somerbing large is heading your way.

rest, and the Esran Plains. The most prominent point of interest nearby
the Catacombs, an old series of tombs that were built by believers of an

That can be a good thing. This is a decent place to hunt for nasty enemies
when you want fast experience and a little bit of gold.

rent religion that bas since fallen our of favor in Gransys.


e Conqueror's Road leads through hills, connecting Gran Soren wirh
rthern Gransys. The road leads up toward WindbluffTower, Bluemoon
~ wer, and the Blighted Manse. This is not one of the better patrolled roads

An Old Garrison is barely norrh of [he crossroads where you come into Deos
Hills. There are sometimes prisoners kept by Bandits in that camp, so it's a
good place for treasure and some fast adventuring.

[he region; you can be attacked by some dangerous crearures even when

East of rhe Catacombs is a Healing Spring that should be used to aid your

u're Standing on rhe road irself. This includes bigger game, such as Cyclops

parry. Its free restoration is a point of comforr in rhese troubled parts.

d Chimera, so listen carefully for [he sounds of danger. If "Ambush" pops

POINTS OF INTEREST

MONSTERS

Ancient Quarry

Boars

(Southern Entrance)
Rest Camp
The Shadow Forr

Drake

Goblins
Hobgoblins
Saurians

BASIC INFORMATION
Devilfire Grove is the lakeside area near rhe Shadow Forr; ir's in western

Goblins and Hobgoblins are somewhat common quest targers, and you can

Gransys. Though quite Out of the way in the early game, this place becomes

kill dozens of them up there. They spawn like rabbits, and this is where to

mucb easier to reach once you've unlocked rhe Ancient Quarry and can travel

go when it's time to cull

quickly through its northern and southern entrances,

the herd!

The grove is dominated by a Drake thar appears on its western Ide',

m nrne

The local Rest Camp is

to rime. The fight against the Drake is extraordinarily dirnculr =:1. you have

southeast of the Shadow

some serious levels under your belt. Until then, stay on rhe rood around the northern tip of the lakes-you're

much safer there

r ~oes

Fort. The camp has a


Rifrsrone, a good place to
rest, and a store as well.

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AREA ENTRANCES

LOCATIONS

WANDERING

NPCS

FORAGED ITEMS
tHmt'

1m:'Jr.
Greenwarish

Grass

Potent Greenwarlsh
Mithridate

l-erbs
Rowers
Fruit

Gransys Herb
Purple Anise
Sweet Pollen
Grandgrapes
Berry
Small Fish

Ash

r--- --Mushrooms

large FiS_h___

Mushroom

r-:large

---

Stagnant Shroom
Rock

Copper Ore
Sliver Ore
Sand-Layer Ore
Flammica

Other

..__
MONSTERS

Bars

Rats
Saurians
Snakes

102

Hemp
Cloudwlne

:I
Desiccated Herbs

Pretty Stone
Ore

IJ'jJjOOlJ ~

Leather Cap

Mushroom

---

IU

:.I.. ~:r'llrt!~

Coin Pouch

40%

Picklea Mushrooms

30%

light-Cure

45%

I{j'

30%

Vigor Extract

10%

Coin Pouch

40%

Coin Pouch

50%

Jewel of Health

5%

Harspud Milk

40%

Balmy Incense

I~
Bone Flate Armor

10%

IIiIiHi1:Hi11ill11
70%

Verdant Hood

10%

Hand Covers

20%

..

,-

'

BASIC INFORMATION
Dripstone Cave is reached by encering rhe well in Cassardis. After your
"arty descends inca the darkness, open your inventory and use the lantern
<{)

that you can see what you're about to kill. The ground is littered with

Rars, nakes, and Bats are allover rhe place. These lesser monsters can't
burt you much, bur it's srill important to fight them aggressively. They do
damage in numbers and you get experience fat slaughtering them'

mushrooms, occasional coin purses, and other minor treasures, but there isn't
much of great value nearby.

A small waterway runs beneath the ledges. The route to the right (from
where you enter) leads to a bridge. Hop down into the water below and look
for a few chests. Loot these, and then search rhe upper tiers of the cave.

When you reach the end of the upper ledges, your party finds another seerion
of the cavern. You have to leap down there to explore it, but tbe drop is
modesr and your hero doesn't take any damage. Also, know that you can
climb back up by jumping from tier

to

tier along rhe rocks. Your party isn't

trapped down there.


Saurians live in rhe dank shadows below. They're quite hardy, and there are
enough of them to pose a serious threat. Make sure that your party is at its
best before starting the fight. Have allies healed so thar their maximum
health is at its full value. This is the goal of the quest Deep Trouble.

Once all of the Saurians are dead, you can take a moment to rest. Search for

Now that you're loaded with treasure, use the southern exit to leave the cave

treasure around the cave, and then look through the final few rooms of the

behind. Your party winds up on the far side of the Encampment.

dungeon. An herb chamber is nearby. Loot the herbs from there and open the
chest. Then, break rhe lock on the southern gate and take the last hallway Out.
A place called the Station Room is on the way. Look through there for several
money pouches and a considerable amount of gold (as well as another chest).

faster ~ra\1d from lCassardis


lbis rove doesn't take tong to run rbrougb, !Dben leaving
(assardis in tbe future, use tbe welt and run to its far side.
you can do tbe same when reversing the trip. l:bis cuts down
on your wilderness travel time.

SIDE QUESTS THAT BEGIN HERE


DEEPER TROUBLE
Begins: When you visit Cassardis over a week after completing
and visiting Gran Soren

Deep Trouble

Ends: After you have purged the Saurian nests


Reward: 8,000 Gold, 6,000 Experience, and 15 Rift Crystals

Your hero hears a cry from the well while coming into Cassardis. This occurs
well after you've beaten the earlier run through the Dripsrone Cave. Wait
at least full week and this quest becomes available. Go into the well and
meet Rorrie. He's a bir tipsy, but he's a courageous fellow. Hearing foul
sounds from deeper in the dungeon, he was considering going out to Stop
the monsters. But, he's quite happy

to

hand the duty off to people who are

properly armed. Fair enough.


To do all this, hop down to the Saurians' level. That's south from where you start the cave (as you might remember). There is a side passage off of the
Saurians' chamber. Yom party couldn't get in there before because of a rockslide. The entrance is open now, and the eggs are rhere. Kill the Saurian defenders
first, and then rampage through the chamber. Burn or slash everyrhing!
Fire Affinity or spells help

to

destroy rhe eggs as quickly as possible. It's important to hurry, because more Saurians arrive if you take tOOlong ro destroy all

24 c1urches of the eggs.


Though destroying all of the eggs is enough

to

complete rhe quest, you have one small problem. The Saurians have a leader, and it is not pleased that you've

obliterated all those eggs! Destroy the eggs in JUStover a minute to prevent this tougher Saurian from arriving.
Your heaviest person should hurry to knock down the bigger Saurian and the two guards that came out of the submerged cove. Though large, the leader is
still fairly easy to knock down. Keep the group pinned in this way while the rest of the party does rhe real damage. It's an easy fight if you're aggressive!
Groups without a knockdown character should kill the two lesser Saurians first, as they're easy to eliminate. Once the leader is alone you can surround it and
make sure that damage doesn't come in quick bursts, Your people still rake major damage, bur irs predictable and easier to heal through. Even if a pawn goes
down you can ge,

to

rhern and revive the wounded ally without having multiple enemies on your back.

After rhe fight, ralk ro Rorric for your reward.

[04

AREA ENTRANCES

I Before completing

I
Off With Its Head

0600-1700; Walks around Encampment


11700-2200: Waits in front of bonfire

12200-0600: Waits in lront of tent

Before completing A Rude Awakening

LOCATIONS

0600-1700: Exits training crounds

Before completing A Rude Awckening

1700-2200: In front of bonfire

0000-2400: Enters from outside then leaves

2200-0600: Enters training grounds

After completing A Rude Awakening

After completing A Rude Awakening

0000-2400: Plaza

0600-1700: Exits training grounds


1700-2200:

Waits by central staircase


Before completing A Rude Awakening

2200-0600: Enters training grounds

0600- t 700: In front of tent


1700-2200: In Iront of bonfire

2200-0600: Enters closed tent

After completing A Rude Awakgnlng

0600-1700: Patrols between bonfires


1700-2200: In front of bonfire

2200-0600: Enters closed tent

IMPORTANT ITEMS
~~~_========~======~===c~~~.~~~~==

0: The

Eirsr

Journal Entry

==~==-=_~~

I Before completing Off With


I0600-1700: In front of tent

0000-2400: Plaza

Its Head

1700-2200: In lront of bonfire


2200-0600: Inside of tenl
0600-1700: Near entrance
t,

WANDERING NPCS

1700-2200: In tront ot bonfire


Exits training grounds, carries boxes

1800-0600: Enters training grounds


After completing A Rude Awakening
Before completing Off With Its Head

2200-600: Inside tent

0000-2400: Plaza

0600-:1700: In front of Rlfstone tent


1700-2200: In front of bonfire

2200-0600: Inside tent

Before completing A Rude Awakening


0600-1800:

0600-1700: Rittstone tent


1700-2200: In front of bonfire
2200-0600: Inside of tent

After completing A Fortress Besieged


0000-2400: Plaza

.-

I
I
I

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-. -

=: . -~.=--.. -

:::: . -': ..,. ,,_-':~"-L

VI I'S I (,I III I

STORES

FORAGED ITEMS
CATEGORY

]OHNATHAN'S RIFT SHOP

NAME
Rook

Greenwarish

Grass

Potent Greenwarish

'Herbs

Gransys Herb
Sunbright'

flo",rs

s Elixir

~~~--

SOORC

0.12

SOORC

Challenger's~

0.12

SOORC

Utilitarian's Elixir

0.12

Hydra Siralegy Vol. 1


_JI~w~a~rBu~g~le

~O~lh~'~r

SOORC

~ator'sEtixir

Harpy Strategies

Books

._ -

0.12

Medicant's Elixir ______

Moonglow"
I Sweel Pollen

~.,

Copper Ore

Ore

'Only from Sam to 8pm


Only from Bprn to Sam

_
.
_____

SOORC

_0.12

0.12

SOORC

Nexus's Elixir

0.12

SOORC

Pioneer's Elixir

0.12

SOORC

~~'SEliXlr

---

--

AcquisItor's Elixir

Neutralizing Elixir
~m

Ilion Face Pigment

~:acePigment

Bright Green Face Pigment


Turql:oise Face Pigment

0.12

500 RC

0.12

3.000 RC

0.39

1.000 RC

0.39

3.500 RC

0.39

3.500 RC

0.39

3.500 RC

Blue Face Pigment

0.39

3.500 RC

Lavender Face Pigment

0.39

3.500 RC

White Face Pigment

0.39

3,500 RC

Red Hair Dye

0.39

1.000 RC

Pink rlair Oye

-039
0.39

2.500 RC

~Blue

Hair Dye
flower Blue Hair Dye

0.39

2.500 RC

0.39

2.500 RC

Bright Green Hair Dye

0.39

2,500 RC

Yellow Hair Dye

0.39

2.500 RC

0.87

20,000 RC

Red Skin Pigment

Green Skin Pigment


Blue Skin Pigment

Ash Gray Skin Pigment

~kln

Pigmenl

_____

Art 01 Metamorphosis

0.87

40,000 RC

0.87

60.000 RC

0.87

Plum Skin Pigment

0.87

0.87
0.87

0.18

G1U'
0.07

B.~~.~.!:yegrasses

0.07

~_E~e_glaSSeS

Gold Eyeglasses

0.07

Red :yeglasses

0.07

80,000 RC
100,000 RC----2,500 RC
2,500 RC

O.lB

Secret of Metamorphosis

2.500 RC

Pine Green Hair Oye

Yellow Skin Pigment

7,000 RC

~~RC

:.
--

--

12.0~C
3,0000 RC

- -

70,000 RC
300,000 RC
I!

Premium Ring

0.20

0.20

Premium Earring

----

1,500.000 RC
3,000.000 RC

BASIC INFORMATION
Though small, the Enlistment Corps Encampment is a place for brave folks

co stick around. The Encampment doesn't have many amenities like Cassardis

co gather and fight against rhe dragon and other dangerous monsters of the

or Gran Soren.

realm. Situated near the ocean cliffs, the settlement looks our over the beach
and the road.

However, a strange man named Johnathan has a Store where you can purchase
rifr items. He's found near the Rifrscone in the camp. This is something that

Inside the wooden palisade is a Notice Board, a place co rest, a Rift, and quite

you use in the post-game, when it becomes easy co accrue more Rift Crystals.

a few knights. Rest at the headquarters and learn new skills there if you have
the poincs. Besides coming here for specific quests, there aren't many reasons

STORY QUESTS THAT BEGIN HERE


CALL OF THE ARISEN

Walk back coward the entrance of the area. Even as you do this, a beast

Begins: When your hero enters the Encampment

approaches the camp. Follow the waypoint toward the eastern gate of the

Ends: Once you have interacted wilh a Rift, slain a monster, and returnee

area and exit the Encampment. Perhaps you can prove yourself by fighting

Reward: 1,200 Gold, 500 Experience, 3 Rift Crystals, and a permanent


companion

this creature!

As soon as you reach the Enlistment Corps Camp, your character is called by
an ethereal force. Follow your pawn into the encampment and earch for the
source of the voice. There is a rift behind the inn, and that i where the voice
originates. Go there and interact with it. You stand

CO

make some powerful

allies by impressing the pawns that speak co you, but they need

to

know

that you're the right person for the rask at hand.


Accept their challenge, and then look for a threat to quell. Ir ...on [ rake long
for an opportunity co present irself.
106

The camp defenders are


already caught up in a
skirmish against a Cyclops
and its smaller minions.
Help pick off some of the
lesser targets

to

clear the

way, and then cum your


attention on the big guy.

Look near the creature's body after the fight is over. Grab the loot that has
fallen and then return to the Encampment. If you took damage during the
fight, rest while talking

to

Ecbal. He's the man in the command headquarters

at the center of camp. He acts as an innkeeper and a skillmaster. By now, you

Interact with the Rift. This completes Call of the Arisen and

should have enough Discipline Points for a new skill. Talk to Ecbal about

gives you a chance to create a customized pawn!

that as well.

Making a Permanent Companion


Again you enter the character creation screen. The first parr of it is exactly
the same as creating your hero. If you want

to

have your companion be used

by others online, craft the visual aspect of your ally as carefully as you would
your own. The more attractive and powerful your companion looks, the more
likely they are

to

be used. Still, make whatever you want. This is going to be

yoltr buddy first and foremost.

-- ---

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When that is done, you are asked a series of questions. This shapes rhe pawn
that becomes your permanem companion. Before answering anything, rhink

STRENGTH IN NUMBERS
Begins: When you talk to Ser Berne after the Cyclops battle

about the type of person who wiU best complemem your hero. Are you

Ends: After you have finished training wilh the knight

aggressive and bold> Maybe a more cautious aUy would be suitable! If you're
the rype that hangs back and plucks away at enemies, then someone

to

get

enemy attention would be useful.


Lnok at the Pawn Personality meter in the middle of the screen. This lets you
see the effect of your answers before making any choices. Hone each answer
so that it raises the bar that interests you the most. For example, if you want
a healing character, raise the Medicant as much as possible. Answer questions
in such a way that the Medicant is always going up.

Reward: Up to 1,500 Gold, 1,000 Experience, and 5 Rift Crystals

Ser Berne approaches your party and offers to train your hero in pawn COntrol.
This doesn't take very long, so it's something that you should run through
immediately, There are several shore rests, and then you're free

to

go.

Bring a full group of pawns


for these tasks because
they're much harder to do
if you don't have all of your
allies there.
Begin the firsr test when
you're ready.

Hauling Freight
Your team has to grab boxes from the top of several platforms. As soon as the
trial begins, race for the back of the area. Watch where your pawns are going
and make sure

to

avoid the plarforms that they're taking. Find the platform

that doesn't have a pawn and go for that one (climb by interacting with the
base of the ladder). Grab the box up tOP and hop down from level

to

level

until you're back on the ground.


After answering the four questions, choose a vocation for your pawn. It is
highly advisable that you take a vocation that you did not select for yourself.
This provides many more options during combat. You can change the pawn's
vocation later, but that won't be for a while.
Once your permanent companion is finalized, inreracr with the Rifr again
to

grab more allies. It's good

to

have a full ream. In terms of what you want

from your budding group, we suggest thar you Starr with a well-rounded
party and branch

Out

from there. Make sure that you end up with at least one

parry member from each basic vocation.


Wirh all of rhat done, rry to leave rhe Encampment. A knight named
Ser Berne stops you and offers to help with your training. This is a grear
time to praerice, so take him up on the offer. This initiates the quest Strength
in Nnmbers.

Hurry over to the open dirt mound that Ser Berne showed you as the trial was
loading. Pur the box down in that area and talk ro Ser Berne; this concludes
the test.

Fight the Scarecrow Army


This tria! highlights whether your team has a good mix of ranged and
melee attacks. The wooden dummies that pop up are on the ground and
on rop of the platforms. A full melee team may have trouble getting all of
the scarecrows. A group without enough melee oomph might take tOOlong
bringing down the targets that are on rhe ground.
This isn't a tried-and-true way to derermine if you have a good mix of pawns,
bur raking tOOlong is a warning sign. Stop and reconsider if anything about
this trial gives you trouble.
Your ranged characters
should take our the raised
targets withour any issues.
If you're the only one on
ranged duty, take this time
to practice your rargeting
and ger it jusr right,

lOS

-_.

_ r Berne ends the cballenge as soon as you've taken out the last dummy.

Scarecrows with Immunities

A Rl.:1)E AWAKENING
Begins: When you talk to Mercedes at the Encampment and choose to rest

"he next set of targets resists damage from certain sources. You get another

Ends: When you have chopped off the Hydra's head

Reward: 2,500 Gold, 2,000 Experience, and 5 Rift Crystals

hance to see if your team is lacking in any particular area. As the trial starts,
rice the colors of the dummies. Red targets ate vulnerable

to

melee. Grey

ummies aren't. If you're a melee fighter or archer, hit the red guys. If you're
caster, slam the grey ones instead. Rely on your party to bring down the
scarecrows that are immune to your damage type.

Mercedes is one of the knights at the Encampment (she's on the western side
of the area, close to the headquarters). Once your training with Ser Berne is
complete, she discusses the pawns and then offers to let you rest. Go ahead
and do this if you're ready for the next step in the story. A horrible beast
attacks, and your hero is again called on

As we said, this test only points our if you have any glaring
weaknesses in your parry configuration. Passing this
doesn't mean that you have a party that works for every
encounter and every quest. Stay flexible in your thinking!
Always look for ways ro exploit a team of pawns. If melee
seems especially powerful in a given area, donr be afraid to
stack a couple of Fighters. When enemies ate too brural to
approach safely, lean on ranged weaponry.
Only think of your hero and your long-term pawn as
permanent party members. The other two slots should be
for floaters.

Leave the training yards after you finish this set, and go back to the
headquarters. A brief scene interrupts this as a strange, robed person walks
through the camp.

man is there and he approaches your hero. A


sinister conversation follows. The man
leaves after he's said his piece, and you
are free to do as you wish.

to

defend the Encampment.

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VIII S'I (,I 11

Mercedes
norrh.

rhanks

you for rhe victory

Rest and agree

along the norrhern

to

againsr

rhe H ydra and offers

meet her at the Mountain

Waycasde;

road. If you tried to go through

rake you

to

At the tOP of the mountain,

it's a tower

there already

you from going

any farrher

in that direction.

Mercedes'

are a great benefit

quest is the
constant

only way

open central

to

Gransys

to look over the eastern

side of

the guards
Archers

prevented

take a moment

the pass. The view is spectacular.

Harpy

in this area; they help considerably

If you're mote of a melee character,

attacks.

against

the

do what you can

to your parry.
with anti-air

If you accept, Off With its Head begins immediately.

swinging

Weapon

Skills (such as Heavenward

to knock the creatures

Lash) or keep jumping

and

down.

OFF WITH ITS HEAD


Begins: Starts immed ately after the Hydra's defeat
Ends: Once you have met up with Ser Mercedes and escorted her to Gran Soren
Reward: 6,500 Gold, 6,000 Experience and 10 Rift Crystals

Wolves come in small numbers


doing
The next major push for your hero is to take the north
Climb

the western

incapable

of

threat

comes from boulders

as your team

moves into a narrow canyon.

Watch

the cliff above your group and listen for

road to the Mountain


warnings

Waycastle.

later in the trip, but they're

real harm. The greater

hill on your own to save rime or JUSt stick

from allies. One of the boulders

rolls down the hill behind

your

to

team. It's easy to avoid if


the road the whole way. Talk

to

Mercedes

in front of the main gate when you


you hear it coming.

Use the

arrive at the small fort.


"Come"
pawns

command
to

on your

ensure that they

stay close to you instead

Early to Bed, Early to Rise


Start this qw.:st carlv in the morning,

Mercedes' cart doesn't


leave your

party

the \Vaycastle
mueh

evening.

because

Soren quickly,

there

at night

which

visibiliry

arc Undead

attack

can remove

before nigh,fall.

I}~;..,,---=---===========-====----=---_~~.J\
Mercedes

has the gate raised and YOUt patty enters

cart to protect

it from monsters

the north.

as she heads for the capital.

Stay with her


Having

her along

for the trip makes it safer


for everyone,

though

the

cart takes qui te a while to


get there,
The attacks
immediately.
Harpies
a nesting

begin almost
Goblins

ground,

hurt, and protect


good against

110

and

treat the pass like


so don't

expect a dull journey.

Fight

near the cart to make sure that the Ox doesn't

both your allies and Mercedes'

tbe Harpies.

Almost

everything

group. Jumping

attacks

rock!

get
are

is effective a ainsr the Goblins.

Wolves and Harpies

rush the party

Keep up with the wagon and don't let single enemies

away. The Harpies

in the

if the trip is done

You don'c see any of the former

rolling

comes when you leave the canyon.

in concert.

and the upgrade

and Bandits

of

the underside

A larger and more exciting

might

if you leave

Doing: this quest at night is

of the limited

in the wild;

of a gigantic

if at all possible,

out in the wilderness

in the afternoon.

harder

to creatures

g<"t to Gran

investigating

try to lull adventurers

status ailments,

draw you

to sleep. If you have a pawn that

scay close to them!

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The Gate and the Goblins


The cart is forced to stop when it reaches a locked gate. Waves of Goblins

SIDE QUESTS
THAT BEGIN HERE

attack. Luckily, there aren't any Hobgoblins with them, so rhe fight isn't
as vicious as it could be. The enemies have numbers, bur they lack staying
power. Use aggressive
Weapon Skills or spells to
knock the enemies down
or otherwise hurt them

A FORMLESS FOE
Begins: A the Notice Board in the Encampment
Ends:

wren you

have defeated five Phantoms

Reward: Golden Grace

in groups. This prevents

Phantoms are vicious

damage from piling up

creatures that refuse to

agai nst the party.

die. They're immune to

Also, unleash ranged


attacks or spells against explosive barrels wherever the goblins bunch
together. There are a couple sets of barrels near the gate. Only avoid them if
you're a melee character.

pbysical damage, and


you need ro have a good
magickal team to take
them down. Load up

00

deadly casters for your


When there is a break in the waves, approach the gate and use the lever
beside it to open the way. This has
Goblins

to

to

be done, but it allows even more

attack because they hold both sides of the pass!

party, and then take a run

to

Begins: At the Encampment

there are still Goblins and Bandits

Ends: Once you kill 35 male Bandits

fight. Keep the enemies away from the

cart and finish the journey.

to

rip through a few of

A HERO'S WORTH

Squash the new Goblin squad that arrives. You aren't far from the capital, but
to

the Catacombs

these creatures.

Notice Board (after meeting the duke)

Reward: 76,000 Gold, 750 Experience, and 3 Rift Crystals

Male Bandits are rampant


in southern Gransys. Look
near the Rui ns of Aernsr
Castle and along the road
north from Witch wood.
You make your kill count
with JUSta couple of good
runs, and the pay is pretty
darn nice!

AN AIRBORNE PLAGUE
Begins: At the Encampment

Switch to any Fire damage or Holy abilities (like Holy Boon) during the late

Notice Board (after meeting tile duke)

Ends: After you have killed eight Snow Harpies


Reward: 750 Gold, 1,000 Experience, and a Beak of Gold

stage of the trip. If it's evening, you are likely

to

see some Undead. Having

the right damage type makes short work of them. Even if you don'r, rheir

Snow Harpies aren't hard ro

numbers are low.

find, and chis quest is one

After that, the cart pulls up to rhe gates of Gran Soren. You've made it!
Mercedes lets you inro the city. This stage of the quest completes, bur rhere's
a huge amount of questing to do in the capital. You're going to be busy there
for a long time.

that you can complete at


any time without returning
to get your reward. There's
no reason not to take i[!
Hunt for Snow Harpies
in the north. They're consistently found in Souillayer Canyon, bur even
wandering around the wilderness triggers quite a few encounters with them
if you're west of the Catacombs or north of Wind bluff Tower. The eastern
entrance to Souillayer Canyon is the best of all worlds. You can jump in, kill
the first four Snow Harpies by the bridges, and leave. Come righr back in aod
repeat the process for some easy money.
Complete the quest to earn the Beak of Gold, aod then sell that for even
more cash.

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Skeleton Mages are found in several dungeons. The Catacombs are a frequent

ARISE TO POWER
Begins: At the Notice Board in the Encampment

Stop for your party, so consider hunting the monsters there. Wait until you're
(After Starting the Wyrm hunt)

doing another quest in the area and get exrra credit for your work.

Ends: After you have defeated 10 Saurians


Reward: 8,250 Gold, 750 Experience, and 3 Rift Crystals

ARISE TO POWER (4)


Begins: At the Notice Board in the Encampment

(After

oetlOg tile duke)

Ends: After you have defeated 29 Oxen


Reward: 76,000 Gold, 750 Experience, and 3 Rift Crvst

Oxen are a common sight near the capiral. Kill them inside the city in the
Craftsman's Quarter (inside
a pen along the western
wall). Then, bunt them
in the fields outside the
southern gate. Do this
every couple of times you
visit the ciry and you
Saurians are common through southern Gransys, especially by the wetlands
northwest of Witch wood. You can't even cross that area without finding
streams that the Saurians use for sunbathing. Hunt them in the day fat added
safety; it's easier to see what you're getting into!

quickly finish the quest.

ARISE TO POWER (5)


Begins: At the Notice Board in the Encampment (After completing Aldous' first set of requests)
Ends: After you have defeated 10 Seabirds
Reward: 16,000 Gold, 750 Experience, and 3 Rift Crystals

ARISE TO POWER (2)


Begins: At the Notice Board in the Encampment

(After Starting the Wyrm hunt)

Ends: After you have defeated 20 Wild Boars


Reward: 51,000 Gold, 750 Experience, and 3 Rift Crystals

Boars are found outside.


in grassy areas of the
wilderness. They're
fairly common along the
southern coast (walk south
from the lower rest camp)
or up in the plains near
Gran Soren. You can even
be a jerk and kill the boars inside a small farm within Gran Soren. It's in the
Craftsman's Quarrer, along rhe city walls.

Kill more Seabirds along the coast between Cassardis and the Encampment,
As before, ranged weapons and spells are infinitely easier to use than melee
atracks against these flighty beasts.

ARISE TO POWER (3)


Begins: At the Notice Board in the Encampment

(After meeting the duke)

Ends: After you kill 5 Skeleton Mages


Reward: 15,000 Gold, 750 Experience, and 3 Rift Crystals

BASIC TRAINING
Begins: At the Notice Board in the Encampment
Ends: After your group has defeated eight Spiders
Reward: 1,000 Gold and 1,950 Experience

The closesr Spiders are in Wirchwood. An important quest, Lost and Found,
sends your group there, and it's best to complete this task at the same time.
The Spiders are small pests
and shoot at your hero.
Squish 'em in vengeance!
If you're seeking
Witchwood before doing
any other quests, here is
how to get there: leave the
Encampment and head
north until you find a small valley rhar leads west. Go through the valley,
fighting Wolves and Bandits. Turn sourh at the next road. It leads all the way
down a hill into Witchwood.
112

EXTERMINATION

(2)

Tbese aren't rough creatures,but they arrack in largegroups. Tty nat to ger too cocky!
ray nearyour alliesand watch your health.

gins: At the Notice Board in the Encampment


Ends: After you have defeated 15 Snakes
eward: 1,000 Gold, 750 Experience, and 3 Rift Crystals

This kill task is ro cur


Jown 15 Snakes, whenever
""d wherever you find
rhern. Dripsrone Cave and
rhe Ancient Quarry are
;ood places ro hunt for

If you re on the way coWirchwood, fight the Wolvesin the pass and continue on the
southern rood ro get any remaining kills, This is a good quest to do while looking fat
Quina in ~ irchwood(youget Lost and PONndaround the same time as this quest).

FINAL FAREWELL
Begins: At the Notice Board in the Encampment

(After Returning from Gran Soren)

Ends: After you have defeated 15 Undead Warriors


Reward: 10,000 Gold, 4,000 Experience, and War Bugle (xAO)

these vermin. You also find


1

considerable num ber of

them in a passage under the duke's castle. It's reached from either the casde
dungeon or via a door down in the city aqueducts.

HOBBLE THE FOE


Begins: At the Notice Board in the Encampment
Ends: After you have defeated 10 Hobgoblins
Reward: 750 Gold, 1,000 Experience, and Teeth of Gold (worth over 140,000 Gold!)

The Catacombs is filled


wirh the Undead. Tty
going there ro score some
good kills; it's west of
Gran Soren, Beyond the
experience and gold, the
reward from this quest
makes it much easier ro
complete the Gran Soren quest Reveille Revelry. If you're closer

This one is a piece of cake. Hobgoblins are allover the world, and you can't

to

Gran Soren

already, Everfall is also a great dungeon for killing the Undead.

shake a stick in the western regions without stumbling into hordes of them.
The areas near the Shadow Fort are perfect for Hobgoblin hunting. Have a
good time, and enjoy the money you get by selling the Teeth of Gold!

RUFFLED FEATHERS
Begins: At the Notice Board in the Encampment
Ends: After you have killed two Seabirds
Reward: 750 Gold and 1,000 Experience

There are plenty of gulls down on the beach between the Encampment and
Cassardis. You can also find them down on the beach inside the town of Cassardis.
Run down the beach and use any ranged weapons that you have to take out the
gulls before they fly off. If you don't bave anything accurate for ranged kills, look
for Weapon Skills like Skyward Lash and bope that the gulls in tbe middle By
toward you instead of away; they do that sometimes. Reset the gulls by going
inca a [Ownand coming right back out.
Larger weapons are decent for jumping attacks against the birds, but this takes a
painful amount of practice

[0

SUPPRESSION

perfect.

(3)

Begins: At the Notice Board in the Encampment


Ends: After you have killed two Metal Golems
Reward: 76,000 Gold and 750 Experience

As if regular Golems
weren't tough enough,
you have

HOUNDED

BY FATE

Begins: At the Notice Board in the Encampment

to

seek out Metal

Golems now' The good


news is that you only need

Ends: After you have slain 10 Wolves

rwo of them to get the task

Reward: 3,250 Gold and 1,000 Experience

done. Wair for the post

Use the Encampments Notice


Board roget this quest. It
asks that you find and kill 10
Wolves.Seek the Wolves in
the valleynorthwest of the
Encampment. You can find
plenty of targets up there, and
it's not faraway.

game to finish this. Or,


look for a small island in Wirchwood. That's one place where you can find a
Metal Golem without waiting.

-:-:;-. ~~

;,.

~\

~~ ~',::--=:-.-_j;.. _-~

'

C/

~'

VI I SI (,I I Ill

POINTS OF INTEREST
Ancient Quarry
Cape Pacrforge
Catacombs Rear Entrance 1
Catacombs Rear Entrance 2
Miner's Hut

MONSTERS

Bandits

Oxen
Goblins
Phantoms

Saurians

Spiders
Undead

BASIC INFORMATION
The Estan Plains cover the wide fields that are west of the capital. They're adequately safe during the day,
with groups of Bandits popping up among the ruins. The rivers have Saurians to avoid, and the western
hills are scary at night because of the Undead. If you're exploring beavily, bring one or two magick users to
ensure that your party has non-physical damage, and preferably Holy or Fire Affinity as welL

CAPE PACTFORGE
Cape Pacrforge is quite easy to miss. The cape itself is located by the cliffs thar are moments from rhe
sourhern gate of the city. You only need
aren't any enemies

to

go there for a small escort quest, called Material Witness. There

in the area, nor is there treasure

(0

loot.

MINER'S HUT
There's a small building on rhe western side of the plains. It doesn't look like much from the outside, bur to
be fair, it doesn't look like much on the inside either. Open the chest our back, kill some Spiders inside, but
mostly JUStleave the place alone.

114

(...

, /

~~- ~~-~;: __-~::.--2~ ...-~~_-::::._-=::..--~:-::--:~.- -;:- .. -~._---::;::..-:-:::. ~-=-::

--:.~.--~=-.. ---=:---:.-~

Level

I"

m.!m,iB

Iii'

lQl!nh;I

2%

Magick Buckler

15%

18%

Two-Hander

45%

I.Mg1! Coon Pouch

20%

Bronze CJirass

10%

Ogre Strategy Vol.1

30%

60%

4i_1i

@..
45%

Giant Coin Pouch

2%

Adventurer's Cloak

35%

Petrifying Arrow

12%

Feather Cape

20%

Foreign Knife

t6%

Throwblast

20%

Silverwheat Paste

20%

!I}'
Hand Covers

40%

Com Purse of Charity

Jawelofnme

Sliaut

I~..

Mace

ThrowOlaSl

SpringWater

10%

Light-Cure

I)

5%

50%

Bone Armor

I@~ It(;

..

5%

Scale Coat

I!>
30%

Pl~.,
60%

30%

"11

Coin Pouch

"Coin Pouch

Martyr's Talisman

I I Hand ca.",
I l8ror.ze?s.~ es
I I Dus,

s=

30%
30%
40%

,r'l~

ID1fi1
20%

Bronze Bangles

20%

Steel-Iced Boots

20%

large Coin Pouch

40%

!Sc.oIf!~""
l~",-=e- :i"'~
l~=~

50%
35%
15%

Skeleton Knight

Tactics

"
15C/o

'"

62%

Pretty Stone

2%

Poison Arrow

16%

Dragon's Spit

20%

L:lill:
,-

Reinforced Longtlovi

Verdant Hood

20c/o

Skulkers Mask

20%

Silver Ring

10%

Coin Pouch

20%

Light-Cure

15%

IJiMj~

Coin Pouch

I!.
20%

Magican Crutch

20%

Leather Circlet

20%

large Coin Pouch

40%

lifi~,,(llof:.

__ -_---_---_--_- --_----_---._---_---._---._--_----_--.",---_----_----_----_---_-.--_-----.----_-~--::;:--::----:::;:-:-::-=:-=-.. ::-:-:;.- -:::= -::;:::.~ ... ==:-::: --;-.,... ~


~
-:::;:---=- ~
~
-:::;::-- - -:..:"- ~
~
~
~
~~.
~:
~.~~
___

_,

.t.; -.::;::;:- ~

.:

,~~r

'

_,

V ..'

<.-

L-"

...

: ..

,',

CO'

.. '

'"

..

:;:::::-.

QI EST (,I WE
---

AREA ENTRANCES

LOCATIONS

IMPORTANT ITEMS

m Engraved Lever
FORAGED

ITEMS

MONSTERS
Bars

Harpies

Skeleton Mage
Skeletons

Ogre

Spiders

Skeleton Knight

Undead

Wood

BASIC
INFORMATION
Everfall is a circular romb that descends
five levels into the darkness. It's a haven for Undead,
so bring a parry with plenty of magick. Preferably, rake
two casters char each have access to either Fire or Holy
spells. Holy Boon/Holy Affiniry is nice because ir lets the
physical characters have more fun.
The highest tier of the dungeon has Spiders, Bats, and little to rhrearen your
group. Don't ler rhat lull you into a false sense of security. Undead and a
number ofSkelerons are waiting a few moments away'
'.t.; .

=======::;

i
I

Forcing Enemies Together


There's a trick that helps when you have to clear the side rooms

of Everfall. \\7a1k in to spawn the enemies, but hack out when


they rise from their slumber. Call your pawns with rou while
you leave so that they don't stick around and stan the fight.

The Undead come out into the spiral area afrer you. The
hallways they come out of arc fairly narrow. so this bunches
the enemies together. Use area of effect magick

to

quickl)'

destroy them.

~~...........
================ -._.~.
.

116

~,o. ~

ugh the first side chamber that you reach. This lets your group

'n

'em rhe locked gate that blocks the main corridor. Kill the Skelerons

ay.Go down those stairs bur do nor inreracr with rhe srrange

-har room, and come back our ro the main hallway when you're done.
ow on the other side of that gare. Use a lever against che wall ro open

err c

to

the bottom of Everfall when you reach the bottom of

rhe worn below. For some extra treasure, go through the northern

hai, .. )

- gates farther into the dungeon.


There
uch farther down is an Ogre. He won't come back once you kill him,

15 a

srde room called the Ceremonial Cage. Go through there; the gare

ar the far end is locked. Some creep pulled the lever off of rhe gate's locking

.dvisable to rake the big sucker our at some point. Ogres are always a

mechani m and hid it. Whar jerks! To find it, open all of the sarcophagi in

'. bur it's worth it for the experience and an easier rime in rhe future,

the room A keleral Knighr is sleeping in one, and he pops our ro fighr you.
He's a joke because your entire parry can wail on him while he's sriII getting
ser up. This steals a fair bit of his Health before the fighr begins.

Search his sarcophagus for the lever, put it on the gate's mechanism, and open
the way. Inside are two treasure chests.

LURE OF THE ABYSS


Return

to

the circular room ar the borrom. It is called the Flameservanr's

Throne. If this is your first rime in the dungeon, you starr an event by standing
on rhe central circle of the room with your entire party. It's an exciting finish
to the quest Litre of the Abyss. A scene plays when the circle activates. After
watching the scene, RUN! Leave the dungeon as fasr as you can to avoid the
worms that appear. They just keep coming, so resistance is futile.

Run up the stairs and flee the dungeon as fasr as you can. Use the lever near
the top a couple of times ro get rhe gate open again, or run through rhe side
chamber. Either way, rear Out of Everfall POSthaste.
Tell the people from the Pawn's Guild what happened in there.

._:._:_.
1...:..

-~- ..

~~-=--;:;:_-~-= -i::_ ~~~-:..;:"


_.._
"'-~~
_~_
--.

"'";;--. --:-':~

"~.,:;" ~;-..'"

~w

-~-----=::-

7~;.: ~

-";

~_;~ -"'~~'__::::=--~
.

-:::.;_-:':-:': .

~~_~
-."::'

'-==..: ~ ~~~

'::'1';;'"

~.._"

-'";:

VIIFS', (;IIIIlE

AREA ENTRANCES
IITo The Shadow Fort: Firs[ Level Underground

AREA LOCATIONS

a Proving Grounds
8 Locked Gate

FORAGED ITEMS

Cloudwlne

MONSTERS
Cyclops
Goblins

Hobgoblins

IIi.l

IJI

If

1E!i'Ql"",~~

Ir!"

...
",,~_j1!

fluted Bow

12%

Scorched Petta

13%

MeloJrean Cyclops Veil

16%

Bespoke Longbow

12%

Fine Magic~ Buckler

13%

Darkened Gloves

16%

Master's Merte

12%

Caladbolg

13%

Dark Over-Knee Boots

16%

GryphicGauntlets

12%

Crescending Roar

13%

Ring of Argent

16%

Assemhled Sleeves

13%

Malignance

12%

Noble Earring

18%

Runic Bangles

13%

Fiery TaJon

12%

Harmonious Earring

18%

Assembled Breeches

13%

Divine Axis

12%

Violet Neck Wrap

13%

Frozen Tomorrow

12%

;__
~.'"

~~-:__-z:=_
-;-~.

-1'i':'

.: ' :~~

_::_~~-~_~_' __ ~--..,:

.~; .-

-:

-:-",'"

~.;.".

--,';"

__-_~;
~.-

....

ASIC INFORMATION

p yrur guard

up when leaving

_ns as well, ambush


to

a passage

-ernely likely that the Goblins

Frontier

Caverns

connect

tunneled

underneath

the Shadow

into the fortress

Fort. It's

through

runnel.

Now you can use it to get back

and

A CHALLENGE
is available

in the post-game

and you can find a more

one of their lairs! Look for the

to

comprehensive
el on the northern

More Goblins,

the retreat.

that
ThIS quest

the dungeon.

your party during

side of the fort's inner courtyard.

look at this battle

in that chapter.

You're told ro come to the

Drop down into the


Frontier

el and follow it until you leave the area of the Shadow

It turns Out that you

Caverns and face a new foe. How intriguing!

Fort and enter the


won't be fighting

tier Caverns.

another

Cyclops

when this bappens.

Instead,

it's a Hydra

that attacks.
re is loot all over the first room you reach in the new area. Money, herbs,
potions

litter

the Boor. There are also mote than enough

--.on worry! Once you've gathered


way that leads further

into the dungeon.

next room is humungous.

It's called the Proving

n learn why. There are Goblins

everywhere,

clops that is covered

in armor.

m the Pawn's Guild

in Gran Soren.

IS armored

Cyclops is quite similar

e most damage
..Jghrning

to

pound

unarmored

and can really shorten

Grounds,

and you

and they are led by a massive

He is the target

for the quest Pitt the Eye Ottt

the one you fought during

to

the Shadow Fort. Have melee characters


mb on its back

bones to make a

all that you want, take the long northern

the siege

attack its feet to trip the creature

areas throughout

or

the fight. Casters do

the battle with their deadliest

spells
This Hydra can't be killed with the loss of a single head. You need ro beat this

to stun the beast and fire ro help kill it).

thing all the way down. Melee should stay close to the main body; the Hydra
Don't

miss the treasure

attack very often if you're pushed

doesn't

hest in the northeastern

up against

spread our to avoid the beast's massive area of attack.

oarr of the room. It's tiny,

it. Ranged
Support

characters

must

your pawns by

raising any that fail to do

.md the room is so large

this. They drop frequently

that you might

throughout

walk right

the fight.

past it.
Chop off heads as fast
as you can to limit
aggression
With

the

of the Hydra.

fewer heads it makes

fewer attacks.

Aim for

each head in turn, attack

with range or jumping

when they slam into the ground.

{pc cbcet beyond tbe locked \Jatein tbc 'Provin\J C5rounds

you destroy

blows, and punish

You can also chop at the exposed

the heads
necks after

each head.

mav cause vou consternation. lit's so close, but there doesn't


seem to be a lever tbat opens tbe \Jate,you can't ernaeb tbc

These heads grow back, but it takes time and you get fairly heavy damage

darn tpin\J down ettber, nor C3n\'0U \Jettbe (Vclops to come

on the Hydra

over and do it for vou. ropat's \Join\Jon rbcrct

resources

{be answer doesn't appear until mucb later, {bere is

(assardis quest (called 11(paUen\Jc) wpicp becomes available


after VOUcomplete tbe main story. (ompletin\J that quest

while the neck regrows

and endurance.

steady

healing

When

the Hydra

The damage

and a number
dies, you

get your reward and the


side gate opens. That chest
is now yours for the taking!

of herbs

its head. This is a fight that taxes your


doesn't
to

spike very often, but you need

keep up the struggle.

-::::;-;:-::.

.. "

'

QI 'FST (;1 IDE

-',-

:;

~'-

~ ~:.:::,..

~.~,

A ENTRANCES

Up to Gran Soren

B To The

CAREL

Everfall:
~

First Level Underground

Q To Gran

Soren Castle:

0630-1000
storehouse
1000-1600

Exits Craftsman's House, goes to

2200-0630:

Enters Craftsman's House

Fountain Plaza
Carr"'ies-;bo"-xe-s
:-bac-:-k-and7:1-C
f:--rom------j
ort"'h
Craftsman's House to storehouse

First Level Underground

.
I
J
J

0000-2400: Caxton's Armory


Post Game

..

0000-2400: Caxton's Armory

A LOCATIONS

0000-2400: Craftsman's Quarter gate

nee Board

Craftsman's

fa Passage

wI edge Chair

DANTON

0700-1700: Exits town via Urban Quarter Gate

House

0730-1100: Enters lawn via Urban Quarter gate,


Arsmith's Alehouse

1700-0200: Returns to town, Venery


[ 0200-0700: Fountain PI'=az-"a,'7v:'-en=e=ry"------;

1100-2030: Fountain Plaza

Gate

2030-0730:

leaves town via Urban Quarter gate

PostGame

mi rh 's Alehouse
--unellia's

~Field

e
e

Apothecary

axton's

Armory

0900-2300: Enters town via Urban QUarter gate, Town


Center, CarreUia's Apothecary, alley
2300-0900: leaves town via Urban Quarter gate

Venery
Madeleine's

Shop

0000-2400: Devyn's Barber Shop


PostGame

fJ)

~rban Quartet
:-ounrain

@J Merchant's

Square

ran Soren Union

Inn

Castle Gate
Devyn's

The Black Cat

Aqueduct

Gran Soren Cathedral

AUSTINE ',QUEST GIVER)

0500-1200: Cathedral

0600~2100: Forge

1200-1800: Noble Quarter

2100-0600: Craftsman's House

1800-2200: Returns to Cathedral

PostGame

2200-0600: Cathedral

0600-2100: Forge

Post Game

2100-0600: Craftsman's House

0500-2200: Near Cathedral

Quarter

Pawn Guild

ED Fournival

Portcrysral

GJ Knight's

Manor

En Rooftop

Access

rnithy

EDGAR

House

ED Noble

Barber Shop

OOO()'2400: Craftsman's Quarter

2200-0500: Cathedral
0200-2300: Near Arsmith's AlehoJse, Noble Quarter, to
Castle Gate, Returns to Alehouse

Manor

2300-0200; Outside Arsmith's Alehouse

1800-0800; Returns to Gran Soren Union Inn


0000-2400: Pawn Guild

J
I
J

PostGame

Q Craftsman's

Quarter

0800-1800: Exits Gran Soren Union Inn, Venery,


Craftsman's Quarter

0000-2400: 'awn Guild

~Slums

BAUDRIC
0700-2100:

Noble Quarter, Venery Bridge

PostGame

EUGEN
0900-1400: Enters town via Craftsman's Quarter gate,
Smithy, Fournival's House, Devyn's Barber Shop,
Arsmith's Alehouse, ExIts
~600:Not~ln~G~ra~n~s~0=re~n-------------;
1600-2000; Enters town via Craftsman's Quarter gate,
Smithy, Fournival's House, Oevyn's Barber Shop,
Arsmlth'sAlehouse

0900-2300: Near Noble Quarter

IMPORTANT ITEMS

:'

o
I)

1000-1900:

Token

Seeker's Token (Inside Guard

Tower)

17000700: Enters town, goes to Duke's Demesne

~
E:~terstown via Urban Quarter gate,
Fountain Plaza

BRICE

~o:

Token (In building

Post Game

1900-2300: Closes store, Venery

0900-2300: Enters town via Urban Quarter gate, near


Camellia's Apothecary

~oo:

Post Game

access to room from rooftop)

0900-2300: Town Center

Third Journal

Entry

Leaves town via Urban Quarter gate

06001900: Enters store


2300-0600: leaves town via Urban Quarter gate

ED Seeker's

.aaves home, Noble Quarter, Cathedral

1900-1000: Returns home

07001700: Exits Duke's Demesne, visits Fountain


Plaza, leaves town

Seeker's Token

ED Seeker's

2300-0900: Near Town Center

7300-0900:

leaves town via Urban Quarter gate

leaves town via Urea" Quarter gate

e,:oll!' ,

30: Leaves home

1030-1600: -he Black Cat

CD Seeker's

Token (Castle Wall access to tOP of grass hill)

0830-1500: Enters town via Urban Quarter gate,


Fountain Plaza
1500-2200: Venery
2200-0830: leaves town via Urban Quarter gate
0"

0000-2400: Camellia's Apothecary


PostGame
0000-2400: Camellia's Apothecary

0600-2000:

Patrols Duke's Demesne, 2nd floor

2000-0600: Walts in Duke's Demesne, 2nd floor

1600-2200: I~oble Quarter Castle Gate to Duke's


Demesne
2200-0900: Returns home
PostGame
0900-1030:

Leaves home

1030-1600:

Behind Arsmith's Alehouse

1600-2200:
Demesne

r~oble Quarter

22()()..{)9(l(): Returns home

Castle Gate to Duke's

J
J
J

~.- .c.~ .: -:--:-..


CJI

-:C.' - .~. ~'.::'.,.: -:::,'.:.'- .:.:_.:_-~,

cc.- ::::: .. - ::'_o; .. c-:, ... "-!::, ... - '?~.. :,c:: - -=-::._
0

' :e.:.

=;:_

.:co, ~. -::,

...

-.::: .:. ~: .. ~'~'~:c:. =,'.:. -

=; _.-~:"...-.:;_.cc- ~:c-.

p, I (.1 WI

NPCSCon'[.
0000-2400:

Cathedral

0500-2200: Around Cathedral


2200-0500: Aetu-m-s-'-to:;:.C"'at":-h.:.;ed,.-ral.,-------I
Post Game

0730-1730: leaves via Craftsman's Quarter gale

0500-2200: Around Cathedral

1730-0300: Enters via Craftsman's Quarter gate, Venery


Exits craftsman's House, wor1<sat kiln

05302200:

0300-0730:

Returns to Cathedral

.E_00-0500:

Fountain Plaza
,Il

2200-0530: Returns to Craftsman's House

PostGame

1100-1500: Noble Quarter


Ems Duke's Demesne, Cathedral

0530-2200: Exits Craftsman's House, works at kiln

0900-1100:

2200-0530: Returns to Craftsman's House

1100- t 800: FoumiVaJ's Manor, Noble Quarter

1500-1 BOO:Cathedral
18002200:

Noble Quarter

Cathedral

0000-2400:

0700-1030: Enters via Urban Quarter gate, Arsmith's


Alehouse

PostGame
Cathedral

0000-2400:

103D-2010: Fountain Plaza


2010-0700: Leaves .ria Urban Quarter gate
PostGame

0600-1600: Leaves town via Urban Quarter Gate

MERRICK

1600-0100: Enters town via Urban Quarter Gate, veneryl

0700-1900: Enters Via Urban Ouarter gate, Fountain


Plaza

01 QO-0600: Fountain Plaza, Venery

1900-0700: leaves via Urban Quarter

0000-2400: Craftsmen's Quarter and Field

uate

PostGame

I
1

Post Game
Camellia's Apothecary

0000-2400:

0900-1800: Enters via Urban Quarter gate) Town Center

_j

Camellla's.::Ap~o:!!th~eca:=!!ry

0000-2400:

1800-0900: leaves via Urban Quarter

gae

0000-2400: Urban Quarter

MllBEROWE
0300-1800: Returns home to Venery

0000-2400: Cathedral

0800-0900: Enters town via Urban Quaner gate

1800-0300: Sits outside house

PostGame

0900- t 800: Craftsman's Quarter

PostGame

1800-0800: leaves town via Urban Quarter gate

0430-1830: Returns home via alley door

Cathedral

0000-2400:

1830-0430: Comes out from alley door

Exits Duke's Demesne, Venery

0830-1730:

1730-0830: Returns to Duke's Demesne

0330-1800: Returns home to Venery

MILLY

1800-0330: Exits house and approaches player

0000-2400:

Slums

Urban Quarter gate

0000-2400:

Castle Gate

0800-2200: Exits Duke's Demesne, Venery

Cathedral

2200-0800: Returns to Duke's Demesne

PostGame

0000-2400:

0000-2400:

0500-2200:

Guards Cathedral

2200-0500:

Cathedral
0000-2400:

HilS ",._

Fountain Plaza gate

0'

0500-1800:

Ex~s Cathedral, Craftsman's Quarter

0000-2400:

1800-2200:

cathedral entrance

PostGame

2200-0500:

Retums to cathedral

0000-2400:

The Black cat

1
The Black Cat

PostGame
~8~

Exits cathedral, Craftsman's Quarter


0600-1330:

~~2200~thedral
entrance
2200-0500: Retums to Cathedral

leaves home, tills Field

;:o!03~;~~~~~::::

Craftsman's Quarter gate

0000-2400: Arsm;ths Alehouse


::~:::

Ars-mtt"'h7's"A"'lehC-o-us-e,-:eaC-m-e':lI:-la's"-A"p-O":"th-eca-ry-,..J

Caxton's Armory

t:
~_eaves

town via Craftsman's Quarter gate

1630-0200: Enters ..ia Craftsman's Quarter gate. Venery

0000-2400:

02Q0.0630: Venery

PostGame

MadelEine's Shop

0000-2400: Craftsmen's Quarter

Ji.iliIIIJ;Wc-

<."''''

ff - -"',

~MM!
0000-2400:

0500-1100: Exits Smithy, Arsmith's Alehouse


1100-1500: Arsmlth's Alehouse
1700-2000:

Returns to Smithy

2000-0500:

Relums home

ArsmHh's Alehouse

Post Game

PERNILL

~ExitsSmithy
~OiOOO:

looks over Town Center, returns to Smithy

2000-0600: Returns home

10500-1100:

Exits Smithy

11 00-1700: Arsm~h's Alehouse

lt 700-2000:
r 2000-0600:

Returns to Smlth::!y

_j

Returns home

1600-2000: Enters (Own via Craftsman's Quarter gale,


Smithy, Fournival's Manor. Oevyn's Barber Shop.
Arsmith's Alehouse exns Via front oale
-'

122

0000-2400:
PostGame

ladder to Slums

0000-2400:

Town Center

-:...::..=-----

0000-2400: Passage from Fountain Plaza to


Craftsman's Quarter

~PCSCon't .
.

I'

=-2300: Venery

0930-1830:

Exits Duke's Demesne, Noble Quarter

2300-0300: Arsmith's Alehouse

1830-0930:

Returns to Duke's Demesne

0000-2400: Craftsman's Quarter, Aeld, Noble Quarter


iXlOO-2300: Venery

0740-1800: leaves Duke's Demesne, Fountain Plaza

2300-0300: Arsmith's Alehouse


0730-2200:

0710-1900: Enters town via Urban Quarter gate,


Fountain Plaza, ven~ry,-b::r::idg!:e'.,..-_-l
1900-0710: Devyn's Barber Shop, exi1s via Urban
Quarter gate

Exits Duke's Demesre, Venery

2200-0730: Returns to Duke's Demesne


:xlOO-24QO: Craftsman's Ouarter gate

SEA SAIRUS
R MARGAS

0800-2100:

2200-0700: Returns to Duke's Demesne

PostGame

O'ost Game

0000-2400: Urban Quarter gate

0000-2400:

0900-1030:

Back passages in front of Castle Gate

1030-1800: Iloble Quarter

2200-0700: Returns to Duke's Demesne


Post Game

R MAXIMILIAN (QUEST GIVER)

Front of Duke's Demesne

2200-0500: Front of gate

0700-2000:

Enters store in Urban Quarter

PostGame

2000-0700;

Closes shop, leaves via Urban Quarter gate

PostGame

I
I

0530-2130:

Exits Craftsman's HOLsa

2130-0530:

Returns to Craftsman's House

PostGame

1800-0900: Returns home

0000-2400: Town Center


0500-2200:

Leaves home

0800-0900;

Enters via Urban Quarter gate

0900-1800:

Venery, Craftsman's Quarter

1800-0800:

Leaves via Urban Quarter gate

0530-2130:

Exits Craftsman's House

2130-0530:

Returns to Craftsman's House

I
I
I

0000-2400: Town Center

FORAGED

ITEMS

IN THE CITY
ATEGORr
Grass

NAME
Greenwarish

~
Undead Tactics Vol, 1

Potent Greenwarlsh

Books

Undeall Strategy Vol. 1

HerbS

Gransys Herb

Flowers

SweetPoUan

Wolf Strategy Vol. 3

Vegelables

Twigbean

War Bugle

Rock
Ore

Gran Soren Rubble

Other

Ancient Scroll
Books

Wolf Strategy Vol. 2

Tuft of Hair

Pretty Stone

Cloudwine
Hemp
Wool-Cloth

Cyclops Tactics

Hobgoblin Tactics

---,,_

STORES
CAXTON'S

ARMORY

WEAPONS

l"imlDi'

mm

MagickBuckler

2.22

23,140
54,400

~
14,600

Broadsword

Anchor To Heaven

0.87

64,500

Knight's Honor

2.64

OivineAxis

0.81

84,400

Fine Magick Buckler

2.36

70,200

97,800

Blue Kite Shield

2.67

106,400

Cutlass

1.55

23,600

Saving Grace

Eden's Warden

1.65

36,200

Judgement

6.8'

ZJ.:OO

Cast Stone

1.29

Tight Clnquedea

2.13

59,400

Ferric Talon

5.79

3e;;:tj

Algid Bloom

0.85

166,900

Thunder Kite Shield

3.50

92,800

Undulant Sword

1.27

75,500

Mounted Pale

52'

!5;.x

Unfenered Claw

0.81

272,000

Angel's Sanctum

2.76

312,600

Caladbolg

1.77

87,800

Steel Urchin

Common Archistaff

1.34

18,800

Sylvan Bow

0.51

5,700

Bastard Sword

1.92

115,000

Fiery Talon

Gnevous Horns

1.22

28,500

OirewolfBow

0.64

8,640

Almace

2.38

189,000

Chestcaver

Favored Branches

1.46

71,400

Fluted Sow

0.57

22,800

Hunter's Bow

0.60

46,500

Pleaclled LImbs

0.68

61,600

0.72

136,000

'3.l:

Crossed Cinquedea

2.83

333,000

rl.elicalArchlstatf

1.27

90,600

Mace

2.02

17,200

frozen Tomorrow

1.32

127,800

Thousand Troops

1.98

26,400

Solar Numen

1.38

138,900

Obllteratrlx

2.54

38,500

Stagnant Surge

1.39

238,600

~~artBow
Reinforced longbow

0.94

11,400

Bloodthirsty Beak

1.91

67,600

SalarProvidence

1.30

392,500

Bespoke longbow

0.89

41,500

Morgenstern

1.86

86,200

""Ita

1.34

2,160

Plain Longbow

1.25

77,800

Crescending Roar

2.27

99,600

mnShield

1.85

9,600

Veteran's Arc

1.05

138,600
219,000

Ingot Club

2.24

134,800

,eather-light

0.89

18,700

Noble limbs

1.12

Thousand Stings

2.30

177,000

Gran Soren Shield

1.92

3S,800

MagianCrutcn

0.38

12,200

Threaded Cudgel

2.63

377,000

Galvanic Razors

Mark of the Chimera

1.95

49,400

Master's Merfe

0.32

45,300

TermInal Gyre

0.35

85,400

0.42

144,700

0.48

228,000

Pelta

Two-Hander

3.42

21,800

Chilling Razers

Scorched Pella

1.42

63,200

Steel Greatsword

3.74

78,400

Ironclad Staff

Scarred Sentinel

1.78

7t.300

War Blade

3.11

32,500

Crimson Glare

0_

1.72

138,800

Lttetaker

4.74

99,600

Favored Flower

D-ragon's Den

1.85

t93,400

Malignance

4.29

Thunderclap

~ooden Wall

2.43

15,720

Shield

I
I
I

0000-2400: Slums

WILHEM

Post Game

0700-2200: Exits from Duke's Demesne, Venery


Exits Duke's Demesne, Venery

Iloble Quarter

0900-1030:

Returns 10 Duke's Demesne

0000-2400: Farmhouse

1800-0900: Returns home

SER VYCTOR
0730-2200:

Leaves home

~-1800:

Patrols Town Center

2200-0730: Returns to Duke's Demesne

2300-0740:

SYMONE

0800-2100: Castle gate back passage, Fountain Plaza

0700-2200: Exits Duke's Demesne, Venery

1800-2300: Arsmith's Alehouse

IGlmble

lHerald's

Gyre
Heli~

HEAD ARMOR

ARM ARMOR

Mas:er's Bracers

1,89

25,920

3.21
3,46

37,440

0.33

3,440

2,33

148,800

1.14

28,940

0.72

9,560

0,81

26,800

0,82

52,920

0,89

163,300

5,100

urnan Hosen

0,28

4,440

Riveted soots

1,41

3,880

Denim Hosen

0.25

5,100

Iron Boots

1.32

9,080

0,24

3,800

DowncuHs & Cuisses

0.95

8,120

0.28

9,400

Chainmail Skirt

1.64

27,200

0.34

11,760

Assembled Breeches

1,37

34,500

0,22

10,400

Thick Fur Greaves

16,800

Leather Dcreae

1.42
1,35

141,500_

17,300

Batte Greaves

1,38

2,880

lrcn Ouisses

2.75

29,160
41,180

I Twisted
0,32

Blessed Vest

0.36

12,300

Grand Surcoat

1.41

52,400

BrigandineJerkin

0,44

13,800

Chimeric Half Plate

6,16

$,100

0,32

19,100

Melolrean Plate

3.48

230,100

0.28

21,000

Bronze Lorlca

1.34

6,740

0,32

1,210

leather Protector

1.63

12,700

Hunter's Jacket

0,86

16,400

1.65
1,72

37,800

IHunter's

Shirt

Gambeson

I LeatherChestguard
Riveted Coat

0.46

Assembled Vest

0,33

Chain Mail

2.77

I
I
I

5,400

2,440
3,400

Sectional Iron Plate

2,74

43,200

Gryphic Armor

5,67

66,400

I IIron Lorica

L Red Leather

9,800

Armor

IRex Lion Padding

Hard Leather Plate


Trooper Outfit

__

1_.6_9_~
1,24

Sllvar Chestplate

0,89

42,300

1.22

134,400

Cardinal Surcoat

Humsman's Trousers

0.37

I
I
I

51,800

IBraided Hosen
! Half Chain Hosen

0,34

Full Chain Hosen

1.35

13,800

GryphicGreaves

2.94

Silver Hosen

1.54

19,800

Chimeric Sabatons

2.73

5),240

Scholar's Boots

0,82

1,080

Meloirean Greaves

2.97

155,000
4,430

I
I

217,600

0.43

2,720

Mage's Shoes

0,64

8,480

Wizard's Boots

0,71

25,200

Dark Over-Knee Boots

1.67

122,800

Fur & Cuisses

1.32

Red LealherCuisses

1,52

8,770

NlmbleCulsses

1,16

56,400

ACCOUTREMENTS

2,540

1.13

ISage's Robe

Leathers

LSee~:ernghls

0.26

Laborer's Breeches

IBraided Shirt
ILiglt Outfit

54,000

.' i!o.liI:l

Brovm Leathers

~;i9hts

0.25

142,500

154,700

I
I

50,620

1,37

0,93

TORSO ARMOR

6.500

1,10

0.96

15,100

1.58

41,100

Mahogany Cape

0.35

Eban Neck Wrap

0.58

1,30

)0,200

Knight's Mantle

0,84

5,120

ViofelNeckWrap

0,63

6,320

1.11

206,400

Scholar's Cape

0.73

::,600

Adventurer's Cloak

1.04

4,400

Feather Cape

0,28

4,800

Pauldron

0.76

6,900

Srarlet Cape

0.42

),200

STORES
CAMELLIA'S APOTHECARY
CURATIVES

CL"RATIVES

m;m

~
I
I

Greenwarish

!Po:entGreenwarish

0,10

m.u

~
I

0,21

300

0.09

50

large Mushroom

0.18

HarspudMilk

0,30

I_ML-shroom

IThroat

70

Il.RdJI

Drops

mIiJ"

0,15

280

Ga,

I lDeSiccated Herbs
!Stone-Moss Poultice
I I Foreign Medicament

~
0.23

270

ROLsing Incense

1,400

Dose of Strength

0.15

0,60

4,600

Dose of Courage

0.14

0,14

800

Warlock's Draught

0,15

150

0.27

900

Warlock's Incense

0.26

1,500

t,300

Cleric's Draught

0,14

3,750

Cleric's Incense

0.26

1,000

Panacea

0,59

2,500

Throat Remedy

0.19

Placative Brew

0,43

250

liberating

0,13

280

850

Drop of Deliverance

0.31

2,800

Purifying Brew

0.18

800

StaminalOrench

0.54

0,37

8,000

IBalmy Perfume

0.35

Balmy Incense

0,53

8,250

Rousing Perfume

0.33

3,250

Brew

2,800
280

HarspudJuice

0.45

1,750

Harspud Sauce

0,60

2,500

Frozen

Balmy Pertume

0,35

3,750

Secret Softener

0.15

500

Holy Water

Rousing Perfume

0,33

3,250

Cockatrice liquor

0,32

5,000

Absorbent Rag

0.07

120

Ocse of Strength

0,15

150

IClean Cloth
ISmother Sap
I Spicy Mushroom

0.06

120

Font of Vigor

0.33

1,500

0,15

160

Dose of Courage

0.14

100
1,000

Tea

..

MADELEINE (TRAVELING PEDDLER)*

_J

Pickled Mushrooms

IBacdat

Oil

0.31

150
100

100

I TOOLS
I
I

0.19

160

Font of Constitution

0,33

Mithridate

0,13

120

Warlock's Draught

0.15

150

Silencer Arrow

0,02

12

Detoxicating Powder

0,24

800

Warlock's Incense

0.26

1,500

Sleeper Arrow

0.02

18

Bringbout

0.20

600

Cleric's Draught

0.14

100

Oil Arrow

0.01

Peppermint Seed

0,20

2,400

Cleric's Incense

0.26

1,000

Throwblast

0.27

1,210

Interventive

0.42
0,43

1,300

Dragon's Spit

0,20

980

1,600

Foreign Knife

0,20

930

0.59

2,500

0.66

1,000

Shortbow

0.47

600

Sylvan Bow

0,51

5,700

Bottled Haste

0.13

160

Oak Leaf 011

0,33

1,600

Eyedropper

0.11

240

Vigilite

0.40

2,400

I
I I Panacea

Light-Cure

Iisometrlcine

WEAPONS

TOOLS

rxrewon Bow

0.64

8,640

FJu:ed Bow

0.57

22,800

Hunter's
,__

Bow

0.60

46,500

Stalwart Bow

0.72

136,000

0.38

12,200

Masters merle

0.32

45,300

Terminal Gyre

0,35

85,400

Herald's Helix

0,4B

228,000

~anCrutch

124

TERIALS

AGCOl.IRE\fENTS

~
Imperial Acid

EADARMOR

~ GaJ

0.66

4.650

alCa P

0.54

58.200

0.12

15.600

;:norC irelst

0.25

14.200

eJ Cir clet

0.28

289.600

0.41

1,440

,.Hoo d

~ORSOARMOR

0.54

3.820

0.81

26,800

Crowned Hood

0.82

52.920

~nHOOd
Summery Cowl

0.67

142,600

0.70

47.600

0.81

352,000

~HOOd
Twillqhl Hood

Su/tryCowl

,
0.28

330
2.840

Padded Armor

t Tunic

0.29

18.300

Shirt

0.27

1.050

ed Vest

0.36

mickVest

0.35

-~en's Camisole

0.12

19.500

ble woman's Corset


::'16S

tguard

1.02

14,600

FlunerPadding

1.25

40.200

Rex Lion Padding

1.09

74,500

12.300

Animistic Robe

1.47

78.900

22.200

Crimson aobe

1.48

176,500

Maiden's Petticoat

0.46

57,600

Frame Plate

1.76

30.800

Summery Pareo

0.54

68.800

Sullry Pareo

0.67

468,200

0.30

5.880
29.800

0.70

3.120

0.36

1,040

Runic Bangles

0.77

0.73

41,800

Jade Bangles

0.81

3<0 nze Bangles

0.78

2.850

Ige r Bangle

0.64

7,740

=un nybone Guards


rm crest

Alchemickal Bangles

1.03

LEG ARMOR
E

WEIGHT

leather Bandings

0.22

Bandit Stalkers

0.30

7,700

0.52

18.600

laced Leggings

0.25

2,980

Brown Laced leggings

0.31

17.900

Alchemickal

0.48

18.200

~II
Purple longkilt
I-::-~uisses
Flame Skirt

WhileSlockings

0.16

15.600

Silk Li!!perie

0.17

21.800

Dusk Shoes

o.n

3,460

Gloaming Shoes

0.81

24,680

I
I

Over-Knee Boals

Iron Bandlngs

Hosen

Ferrystone

Red Over-Knee Boots


~-Knee

Boots1

Oark OverKnee Boots

81ue Longkill

I
I

0.16

30.000

7.800

Tn;Ring

0.16

30.000

0.20

40,000

Wing

0,16

30.000

0.20

40.000

Restless Earring

0.2Q

56,000

0.20

40.000

Cleansing Earring

0.20

56,000

0.20

60,000

Nimble Earring

0.20

56,000

0.20

60.000

Free-Spoken Earring

0.20

56,000

-:---

0.18

NAME

WEIGHT

~PortCrySlal

3.33

I-:H",a;.;_m..,m
.;_r__
Trowel

._+I
.l

Broom

COST
200.oo~

0.80
0.31
0.28

I
1
I

150
200
200

SPECIAL

20.520

111.600

2,400

0.10

OTHER

45.360

COST
420

I
!
I

0.10

THE BLACK CAT

lIl'

120,000

TOOLS

36,500

1.32

0.38

.lli.MARMOR

I
I

Weak Guard

0.30

~UbY
~ng

I you helped Madeleine

0.23

Jdy 's Corset

WMill',

nTunic

6,080

1.08

Skelelon Key

.._

WEAPONS
_!tUl!IiIr

~lanlGOld
Golden Bastard

2.62

163.600

Gold.n Cydops Sigil

12.12

3.43

347,900

Golden Stilettos

1.38

132,500

~denRaPier

2.43

566,400

Snags of Gold

1.69

285,400
470,000

832,500

1.49

7,460

~denObliteratrix

5.11

185,000

Golden Bardlches

1.78

1.51

48.680

Golden Stings

4.42

396,400

Golden Grace

1.74

143.900

1.58

2~.080

8eak 01 Gold

3.02

651,400

Path to Heaven

1.54

309,600

Soultaker

7.32

217,500

1.57

509.600

Golden lance

7.30

466,100

arlevous aoid

2.34

197.900

5.78

764.600

'GiiideiiMenlscus

2.55

424.300

2.81

696.800

10.56

507,900

1.67

122.800

0.64

4.160

0.88
0.91

26.460
130.200-

1.94

36.880

0.64

288.600

1-::---

Gryphic Go~
Golden Pale

Teeth of Gold

--

237,100

TORSO OUTFITS

~
Keen Dragoo's Wit

ACCOUTREMENTS

FOURNIVAL'S RARITIES
CURATIVES

TOOLS
WEIGHT

COST

Coin P urse';;f~

2.00

7,500

Conqu erors Periapt

0.26

1,500

Angel 's Periapt

0.26

1.000

0.26
0.26

1,500

0.41

2.000

Demo n's Periapt


Mage 's Periapt
Monk 's Periapt

1.000

Velera n's Periapt

0.46

25,000

Banke r's Periapt

0.47

20.000

OTHER

ACCOUTREMENTS
0.20

15,000

J
j

BASIC INFORMATION
Gran Soren is the capital city of Gransys. It's home to Duke Edmun
Dragonsbane, and there are shops and services throughout the area. Your
parry can travel here after doing several important quests in the south.
Thereafter, Gran Soren is available pretty much whenever you need it to be.
There are three entrances to the city. The eastern exit from the aqueducts
connects with a small cliff around the coastal side of the city. This is often
useless for travelers, but it comes into play during certain quests.

To the northwest is the Craftsman's Quarter. It's locked at first, but you can
get into the area without more than a couple of minutes spent talking to
people around the city. The Craftsman's Quarter has a Porrcrystal, used for
rapid return to the city, if you have a Ferrystone, That is also where you find
the Pawn's Guild. It has another Notice Board and some important questing
in its own right.

The main entrances are on the western side of the city. One of them is more
to the north, and the other is in the south. Both have major roads that lead
into them, so you don't have trouble finding out where to go.
There are several major sections within the city. The first you're likely to
see is rhe Urban Quarter. This is where people go to resr, buy weapons and
armor, replenish their
herbs, or seek quesrs. The
alehouse and inn each have
Norice Boards. Seek them
Out for honesr work.
The southern portion of

126

You find the Noble's Quarter and the entrance to the Duke's personal

town is much less affluent,

Demesne in the northeast. The Duke's Demesne is a subsection of Gran

so there are fewer shops and

Soren. You can't take your party there, and even your hero isn't initially

lirrle to do. If you helped Madeleine, she eventually sets up shop there. There

allowed entrance. It's only after running quite a few queStS for important

is also a forger in the south who runs The Black Cat.

people in town that you gain an audience with the duke.

The

inn

Asalam

the

ss near the town square. That's the first place you want to go.

the Innkeeper, and he's your man. After talking to him, look at

S<:::YKes

be offers. You can learn skills there, rest, or even change your

vocauon. If you've been curious abour other starting vocations, look into
those f r a while. Or, if you have the Discipline Points for it, try an advanced
vocation These new offerings are much more specialized, but they're also
extremely powerful once you master some of their skills.

Look around the city once you get into Gran Soren. There are services
here that aren't available in the smaller sourhern communities that you've
explored. For example, Caxton's store has Enhancement options for your
equipment. There are also several easy chesrs to loot above rhe entry gate. Go
into the guardhouse and c1imh up to the higher tiers. There are four chests in
all, and you might find something useful or valuable'

Walk north from the inn and talk to Ser Camillus. He's in front of an open

ferrystones
i['~ere is a ferl1'stone

gate. Tell him that you have business with the Pawn Guild and he lers you

only a few feet outside of tbe pawn's

guild, JJt's on tbe ground and you are free to pick it up. i['~ese

through. The Pawn Guild is on the western side of the area beyond. It has its
own Notice Board (with different quests than the one near the main entrance).

wonderful items teleport your entire purty buck to I5mn Soren.


ffiakc sure to get t~is before you leave: it saves on
immense amount of time wbcn you want to return.

i['~is jferl1'stone doesn't regenerate often, but it does appear


again from time to time. Jllwoys look on tbc ground wben
you walk by tbe portcrestol in rbe (r:tftsm:ln's
for more of tbe stones, talk to fournivlll,

t:!u!lrter.

a man in rbe noble

t:!uarter. t;e starts to sell tbem (and otbcr oddities) once


1'0u've gotten your name around in I5rJn Soren. t;is
fcrl1'stones

cost 10,000 gold a piece. ffiost of tl)e time,

tbcy'r!': well wort!? tl)e monej.


Inside the guild is Barnaby, and he's
been expecting you. Talking to bim
finishes the quest.

STORY QUESTS
THAT BEGIN HERE
A MATTER OF MYRMIDONS
Begins: Starts as soon as your group arrives in Gran Soren
Ends: After you have talked to Barnaby in the Pawn's Guild
Reward: 3,500 Gold, 3,000 Experience, and 5 Rift Crysta S

Mercedes

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LURE OF THE ABYSS


Begins: After you complete A Matter of Myrmidons

and talk to Barnaby again

Ends: Once you have explored the Everfall and talked to Barnaby about your
observations

tubat (omee TIe,rt

Reward: 12,000 Gold, 8,000 Experience, and 10 Rift Crystals

Soon after you complete ti)is, tbe duke's people contact your

Talk to Barnaby, who is

bero,

still inside the Pawn's

interest. 5",'cr!l1

:tour work al3ainst tbe V)ydrJ drew some very influential


major quests now become available.

Guild, to Start this quest


and then proceed to the

:tou're

bottom of the Everfall.

(luarter

told to seek out 5er ffia~imilian.


of C13run50ren,

l:le is in tbe noble

near tbc castle l3ate. Wi)en you see

There are dozens of

him, offer to belp witi) one of several problems.

Undead, Skeletons, and

continues

i[i)is

your storyline.

other monsters along the


route. Holy Boonl Affinity is a major advantage, and healing is a must. Bats,
Spiders, and Harpies offer nuisance threats, but an Ogre gives you more to
worry about.
At the bottom of the area is a circle of enetgy. Examine that circle and
then flee the dungeon as quickly as possible. Dozens of horrific worms
burst fcom the depths and chase your party

Out

of the Everfall. They aren't

worth fighting. You don't get experience for killing them, and their
numbers are limirless.
)I's possible
following

to take all four of tbe quests at once. l~ead tbe

entries to learn

more

about eacb of tbem. <'Vneof tbe

best ways to proceed is to trike all four quests, finieb tbe city
investil)Qtions

for all of tbem. and tben 130out of C13ran50ren

to

i)it at least a couple of tbem at a time. i[i)is prevents you from


i)avinl3 to leave C13ran50ren, do one ti)inl3, and tben return.

Talk to Barnaby again to complete the quest.

:iln particular,
close
and

together,
tben

i[i)e (ypi)er

and Seekinl3 Salvation

:ilt's easy to walk north,

grab 5eekin13 Salvation

complete

before coming

quests

are

i[be (ypi)er,
bome,

THE CYPHER
Begins: When you talk to Ser Maximilian,
to decipher a tex1)

near Gran Soren Castle (and choose

Ends: After you have learned more about a strange slate


Reward: 10,000 Gold, 10.000 Experience, and 15 Rift Crystals

Ser Maximilian wants to


learn more about a slate
that contains

information

.~-~

on theDf~He
specifically thinks that
YOUthero should learn
about rhe slate's contents.

. er accepting the quest, go to the field north of the Pawn's Guild. A farmer
ed Josias directs you toward a scrivener.
re next target is a forger in the lower balf of town. He actually calls himself
ounrebank, and he owns The Black Cat. It's a place where you can find a
umber of strange and illegal goods. Show him the Cypher. You learn a little

A FORTRESS BESIEGED
Begins: When you talk to Ser Maximilian, near Gran Soren Castle (and choose
to fight the monster invasion)
Ends: After you have reclaimed the Stone of the Southwest
Reward: 18,000 Gold, 20,000 Experience, and 20 Rift Crystals (Gold and
Experience are Quartered if you fail to retake the fortress.)

-iore, but not much.

Ser Maximilian would


like your hero to help the
beleaguered soldiers at the
Shadow Fort. If you accept
this quest, leave Gran Soren
and walk west. Use the
Ancient Quarry as a fast
shortcut, and come Out the
southern side of the dungeon. Rush from there to the Shadow Fort.
Your hero's arrival is quite a boon to the forces there. They've taken quite a
beating lately, and any help is appreciated. They're making a run to retake
the fortress, and having your small force open the way for them might save
Look on the map and track down Maurin. He's on the move, so it takes an

dozens of lives.

extra minute to find the guy. When you do, bump into him to slow the
fellow down. When be's stopped, ask him about the words on the Cypher.
Now you make some real progress. An area north of town, near Wind bluff
Tower, is now marked on your map. It's time to do some traveling.

Talk to the captain of the attack force. He's in the open area in front of tbe
fort (on the western side of the field). After finishing with him, jump down
the hole behind the captain. The tunnel below goes under the walls
of the building.
When you reach the main building, climb to the top of it while fighting the
Goblin defenders. Try

to

use the mechanism that is marked on your map.

When this fails, your hero must search for the lever that controls the gate.
Climb down the stairs and enter the courtyard. Run as fast as you can to avoid
rhe heavy fighting in the yard, and climb a ladder on the far side of the marked
building. Jump thzrough the broken roof and break out rhe front door so that
your teammates can get in if they aren't already climbing the ladder.

Look for the rock formation that's marked on your map. It's only a few
minutes from the ciry (if you don't Stop to fight anything). When your hero
approaches the stone, a scene begins. An important scene follows. The two
men you meet bring you into their borne. Talk to the Dragonforged and then
let Ser Maximilian know what be says.

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Search this jail for

twO

chests. One of them has the lever. Take ir and return

to

the roof of the first building. Place the lever in the mechanism and use it to
let the soldiers into the fore. Help them kill the Goblins in the yard, and then
advance into the next building of the fort when the Goblios try to fall back.

Go there and look for the Meeting Hall at the bottom of the dungeon. The
cult is meeting there, and your ream has to walk in on them. This triggers an
awesome scene. When it ends, attack the Undead fearlessly. Lay waste to the
group in the room, and then start a chase.
Follow them to the top of the main fortress, kill an armored Cyclops there,
and make your way down the opposing side of the building. The Goblin's
chieftain is there. Slice him down, talk to the captain, and then go back to
Gran Soren. Tell Ser Maximilian that you've won the day yet again.

When the enemies fall, use the western door to leave the room. It's just been
unlocked, and the cult leader is in that direction. Sprint ahead and watch
another scene. This triggers a side quest,jllstice Done. You must make a
personal decision. Make the
choice that best suits the

SEEKING SALVATION
Begins: When you talk to Ser Maximilian,
to Investigate a cult)

character you're playing .


near Gran Soren Castle (and choose

Once you're done, return

Ends: After you have learned about the cult's activities

to Ser Maximilian to make

Reward: 15,000 Gold, 18,000 Expenence, and 20 Rift Crystals

your report.

JUSTICE DONE
Begins: During the end of Seeking Salvation
Ends: Once your choice has been made

Reward: 3,000 Gold and 1,200 Experience

This quest involves taking


either an aggressive
role or a passive role.
The aggressive choice
ingratiates you ro Mason.
The passive role bothers
Ser Maximilian needs you

to

find our more about a cult that worships the

Mason slightly, though it

Dragon. He thinks that there are people in the city that know more. Accept
the quest and go

to

the inn, east of Fountain Square. Talk to Meridith inside,

doesn't have substantial


consequences. Neither is the "correct" option, so the decision should be based

and then walk south co the canals. Get down to the bottom of the area and

on what you want to do as a hero. Neither choice dramatically alters how the

explore the Slums. Mason meets you there, at a location marked on the map.

story progresses.

Mason gives you a Salvation Badge. Take it from him and return co Fountain
Square. Talk to a woman named Amity on the south side of the square or

THE WATERGOD'S ALTAR


Begins: When you talk to Ser Maximilian,
to aid a research team)

at the alehouse. Now that you have the badge, she has information. Listen,
talk to another contact nearby, and then go to the small street behind the
inn where a guard watches the road. He's called Ser S3IfUS.He gives you the

near Gran Soren Castle (and choose

Ends: Once you have completed the survey party's requests

Reward: 13,000 Gold, 15,000 Experience, and 20 Rift Crystals

location for a Salvation meeting in the Catacombs.


This is one ofSer Maximilian's quests for the duke. Once you accept it, go to
the Gran Soren Cathedral; it's only momencs away from the castle. Geffrey is
inside. He asks you to find the survey party and accompany them south.
Travel down co the Mountain Waycasde co rendezvous with the group. Leave
the fortress via the southern side and get dnwn into the valley beneath the

130

.. -

- . There are plenty of Goblins

to slow you down, so fight them as you go.

know that you're getting close when you see and hear the waterfall to the
[. That landmark is "Man Swallowing Falls." Heh, that's worrisome. Pass
s:

main falls and look for your contact. His name is Haslett.

CO~IE TO COURT
Begins: When you talk to Ser Maximilian, near Gran Soren Castle (after
completing other tasks during the Wyrm Hunt)
Ends: After your hero has met the duke

He asks you to enter the

Reward: 20,000 Gold, 10,000 Experience, and 20 Rift Crystals

Do not start this quest

cave to the west. One of the


ream members is inside,

before completing as many

and Haslett hasn't heard

of the other tasks as you

from the man in quite some

wish. Doing so forfeits

time. Look inside and find

your abili ty to engage or

the good fellow.

complete the other quests


that Ser Maximilian gives
yout hero.
Once you accept this, go into the Duke's Demesne, from the northeastern
side of Gran Soren. Walk through the main doors of his castle and stroll all
the way into the Audience Chamber. Your hero has a visitation with the

Brother Jean seems like he's at the northern end of the first Boor. To get
'here, you have to ger a lever from a bunch of Saurians below. Advance until
au find a water-filled room. When you can't progress there, drop down the
.adder to the west and fight a nest of Saurians. Their first wave isn't very
.arge, but a second group is hidden behind a large Stone door. It opens after
ou've slain all of the initial Saurians. Try to block them at the door

to

keep

the full group from entering. Kill them at that chokepoint, and then look
n their treasure room fat the Watergod's Altar Lever, Take it and use that ro
extend a bridge back in the water room.

Leave the chamber after the Duke has his say, and either explore the castle or
leave, whichever you wish. Another scene is triggered when your hero exits
the building. Aelinore, the Duke's wife, is in the gardens. Approach her for

Cross the bridge and fight more Saurians and some Skeleton Mages in a

an optional scene.

massive chamber. Work your way wesr and then north to cross the place, and

Aldous Ludric Sam comes

then enter the final room, to the north. Examine the area marked on your

Duke's Demesne. You should return to him periodically for quests that are of

mini-map and then return

great importance

to

Haslett. He's still outside.

Your next rask is to come back inside and find five Altar
marked on your map, and that makes them much easier

tones. They're all


to

uncover, Each is

inside a chest, bur you can't get all of them without draining the temple.
Read through the writeup for the dungeon to get a full descr.pcioa ror how
to

do that safely.

Once you have all five stones, take them back to Haslett. He now has all that
he needs and leaves you to return

to

Ser Maximilian to col.ecr

..: re ...:d

to

to

meet you at the gate. He is your contact in the

the realm. Seeing bim compleres Come to Court,

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VI ES I (,I 11)1

SIDE QUESTS
THAT BEGIN HERE

A FABLED DRAM
Begins: At the Gran Soren Alehouse (after meeting the duke and finishing Witch Hunt)
Ends: When you return to the Alehouse with 5 King Bay Leaves
Reward: 30,000 Gold and 5,000 Experience

A BOOKKEEPER'S BIND

Once you've helped Selene

Begins: At the Alehouse Notice Board (after meeting the duke)


Ends: When you return with a Promissory

in Witchwood, look for

Note

this quest on the Alehouse

Reward: 28,000 Gold, and 5,000 Experience

Notice Board. Return

to

Witchwood next time


you're in the south and go
herb hunting. The King
Bay Leaves are found at the
far eastern end of Witch wood, where you discover an Ancient Tabler and in
the same spot where you finished \Vitch Hunt, Get the herbs there and bring
them back

to

the Alehouse.

A LOST CAUSE
Begins: Alehouse Notice Board
Ends: When you have found a Snakeskin Purse

After you've completed Of Merchants and Monsters and met the duke, get this
quest from the Alehouse and then go

to

Reward: 10,000 Gold, 5,000 Experience, and a Golden Bastard

the Ancient Quarry again. Look in

a small room off the western branch of the mine. Alan set up a shop in there
after you cleared the region of Ogres. Buy a Promissory Note from him. Take
that back to the Alehouse

to

rum it in fat easy experience.

A DIVERTING EXCURSION
Begins: Gran Soren Inn Notice Board
Ends: Once you have escorted Madeleine to Bloodwater
Reward: 5,000 Gold, 3,000 Experience, and fulgurous

Beach
Lord Tomes (x5)

Find a Snakeskin Purse for your client. The guy who lost it doesn't even
know where the darn thing fell out of his pocket, though he remembers that
it was near a river.
This purse gets around. Look for it in the Blighted Manse or neat bodies of
water, like the nearby spring.

A PARTING TRIBUTE
Begins: Gran Soren Inn Notice Board
Ends: When you escort Ser Berne to the Shadow Fort

When you're in the mood for an escort job, take this one from the board in
Gran Soren. The goal is to get Madeleine down

to

Reward: 5,000 Gold, 3,000 Experience, and a Gryphic Victory (2H Sword)

an area deep in the south,

beneath the Shadow Fan. Save before you head out, and remember

to

This escort quest starts

stock

early in your Gran Soren

up on restorative items.

careet, bur it's highly

Bloodwater Beach is at the botrorn of some daunting cliffs. Go down slowly,

valuable. Take Ser Berne

from the northern side of the region. It's safe enough that way that your pany

down to the Shadow Fort,

doesn't take any damage from the falls. While approaching the beach, you are

perhaps using the Ancient

likely to encounter Goblins, Hobgoblins, myriad Bandits, and possibly some

Quarry as a shortcut. It's

Saurians. The area is ripe with enemies, making the trip a Iirtle longer than

good ro unlock that route

it first appears.
You get credit for the quest as soon as Madeleine arrives at the beach.

anyway, if you haven't already. You have to kill some Ogres or rush past
them, but the reward for the quest makes it all worthwhile. You get a
two-handed sword that is excellent for any warriors in your party. Failing
that, it's still a good item ro sell.

132

1n

"

Notice Board (after meeting the duke)

3.000 Experience, and Peppermint

Seeds (x3)

from the Gran Soren Inn over to Prayer Falls. It's a short
,og far less time than most trips. Pick some time when you
want to visit the Abbey,
hunt Deer, or kill Bandits.
All of tbose are in the
same direction.

A TOKEN OF ESTEEM
Begins: A e ouse Notice Board (after meeting the duke)

lason from Gran Soren all the way down


IU

to

Bloodwater Beach. Wait

bave business around rhe Shadow Fort or Ruins of Aernsr Castle

Ends: When you return wrth Maul's Badge of Amity


Reward: 10,000 gold, 5,000 Experience, and Golden Bardiches

you don't waste such a long trip without additional benefits. Bring a
tone

to

make the return trip faster!

Complete the quest No Honor AmQng Thieves at the Ruins of Aernsr Castle.
This pleases Maul, a Bandit leader there. He gives you the item you need ro
complete this quest. Once you bave it, return to the alebouse and turu it in.

A TROUBLESOME

TOME

Begins: Talk to Steffen, east of Fountain Square


Ends: When you have brought the tome back to Steffen
Reward: 15,000 Gold, 8,000 Experience, and 20 Rift Crystals

Steffen is a sbady fellow who walks around the area east of Fountain Square.
Meet him on the road and offer

to

help him with his request. Talk to the lady

a' the item shop nearby to learn more, and then leave town. The book Steffen
wants is in the Thieves' Den, bur where is that? You bave to find out.

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There are cwo marked

spars on rhe map. Go to the southern

the road down CO the Encampment.


by Bandits.

Kill his attackers

mark; it's near

Here you find a wandering

scholar beset

co find Out where the thieves have taken the


grimoire.

After she runs off, the guards


haven't

seen her. Once they've

to see what trouble

approach.

If you like Madeleine,

left, give the merchant

50,000

say that you


more gold just

the crazy gal gets into next.

The new location


You can keep the Divine Razors, though

this upsets Madeleine.

Give the

is west of Witch wood, so


weapons

over to her co avoid that, if you care about staying

in her good graces.

you may have been close


co that area before. Even if
haven't,

YOll

within

it's well

BONE OF CONTENTION
Begins: Pawn Guild Notice Board

reach.

Ends: After you have defeated 36 Skeletons


Reward: 10,000 Gold, 3,000 Experience, and 60 Skulls

Drop down from the hills and take the western


Keep going
The Ruins

of Aernsr

Castle, This is where your contact

Go into the ruins and look for a marked


question,

pass coward Witchwood.

west from that area and use the orher branch of the road co find

NPC.

lives.

Speak co Maul, the man in

and he refuses co give you the book. Hmm.

Get your team into

good shape and then smack the fool with your strongest
camp jumps

on you, but they're

area-of-effect

Magick

or Weapon

all poorly trained

attack.

Striders.

His entire

Use your best

Skills co blow down this rabble.

Loot the

bodies for coin and then go into the upper ruins.


Climb

the staircase

and

then leap across a damaged

Take this quest before exploring

section

ro

are Catacombs

Climb

haven't

continue

of flooring
upward.

the Everfall dungeon

Skeletons.

the third floor where you

You can slap around

can pull yourself onto a

later to trash them again.

railing.

is rhere. You also get a beautiful

The dungeon

is underneath

the Pawn's Guild,

the boney Skeletons,

Steffen.

at The Black Cat, it's possible


He doesn't

learn as much

later on. Still, you get to keep the original

and come back

you finish this, put your free skulls in storage. An upcoming

quest

of 66 skulls, and you're going to be


happy to have them in your
bank. Getting

and that could be a minor problem


grimoire

so it's very accessible.

view of the region.

co give a fake copy of the book to

magick,

If you

good place co fight

leave the dungeon,

to Gran Soren and give the book to Steffen. If you first copy the

grimoire

of the Undead.

yet, that's another

(called Head Count) involves the collection


Return

west of Gran Soren. There

numbers

The chest
Wheo

Grirnoire

completed

again when you reach

damaged
with Salorner's

the wilderness

out there that house untold

the extra

six is often a moot point


because you get a number

if you do this.

of skulls while hunting

BAD BUSINESS

Skeletons

for this quest.

Free cash!

Begins: AI Madeleine's store in Gran Soren after you've completed Reward and
Responsibility
Ends: After you've seen to Madeleine's safety

CHASING SHADOWS

Reward: 8,000 Experience, 30 Rift Crystals, and Improved Relations wilh Made eine
In the late game,
pay Madeleine

try to

a visit at

Begins: Talk 10 Mason (after completing

the quest A Matter of Myrmidons)

Ends: After you have tailed a mysterious

man and talked to Arsmilh (at the Alehouse)

Reward: 7,000 Gold, 4,500 Experience, and 10 Rift Crystals


her Store. You find that
she's missing,
assistant,

and her shop

Karlyn,

a bit of information
what's going
Try co learn more by going
Nettie

and Arsrnith,

aqueduct
the eastern

back inca the main section

at the Alehouse.

where you spot Madeleine


exit, through

of cown. Talk to

go back co the bridges

below. Follow

about

on.

above the

her oue of the city using

the canals.

Walk south along the rocks outside

134

Then,

gives you

of Gran Soren and talk

to

Madeleine.

the

is still hanging out near Fountain Square in Gran Soren. He has a mission
IU,

and it sounds important. There is a strange person making deals at the

and wandering around at night. Mason wants the person followed.


- at the inn until nightfall and then go to the Noble Quarter. Approach
.asrle and watch the scene. You see a man going through a gate, and
he fits the
"shadowy
stranger"
description quite
well. Go through the
gate after him.

low the stranger through the Passage Gate and then south through
iuntain Square. He takes the road all the way to the southern end of the

ry. Stay at a modest range from him, but don't worry. He doesn't turn
round or look back, so you're safe even if stealth isn't your specialty. Just
n'r approach rhe figure. Get too close once and he just assumes that you're
ing in the night, but two slips and the quest fails.

DIRE STRAITS
Begins: Pawn Guild Notice Board
Ends: Once you have killed 15 Direwolves
Reward: 20,000 Gold and 3,000 Experience

eep your eye on the mini-map to see the man's location at any time. This
It's a small trek, but there

Ips during the scenes when he gets ahead of your party.

are loads of Direwolves


to the north of Gran
Soren. Take the road up
to WindbluffTower

and

continue north from there.


Take the right at the next
fork and look for a rest
camp along the cliffs. Sleep there (and save). Then, backtrack

to

get up on

the western hills where you find a legion of Direwolves to fight!


The northwestern tip of the map bas even more Direwolves, but that's a
farther trek. If you're near Greatwall though, that's a place where you can kill
almost all of the wolves in a single fight.
The trail leads to an Abandoned House, south of the river.
Madeleine bas been converting the place into a store.

ELSEWHERE BOUND
Begins: Gran Soren (Inn Notice Board)

Approach it to listen in on a conversation. Afterward, head

Ends: After you have escorted Selene to Healing Spring

to the inn and make a report.

Reward: 5,000 Gold, 3,000 Experience, and a Perfect Herb Ale

COMPANY FOR THE ROAD


Begins: In Gran Soren Inn Notice Board (Late Game)
Ends: Escort Fedel to Prayer Falls
Reward: 5,000 Gold and 3,000 Experience

Take Fedel over to Prayer Falls, in the west. It's a short trip
from the capital. Avoid the main waterway if you're worried
about Fedel being attacked by Saurians; go through the

Selene needs your party to take her into the north. There is a Healing Spring
up there that she needs

to

visit, bur the journey is roo dangerous for her to

make alone. Before leaving the city with her, make sure that your parry is
well rested and has a good collection of restorative items. The northern roads
are quite dangerous!

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On the way up to the Healing Spring, you are likely to see Snow Harpies,
Bandits, and possibly even a Cyclops. That's how ugly it can get in that neck

ESCORT DUTY

of the woods. Save before these encounters, and reload as quickly as possible

Begins: Gran Soren Noble Quarter (Talk to Fournival a~.. r completing


Land of Opportunity)

Chasing Shadows and

if Selene gets killed. You don't want to fail the mission, and you especially

Ends: After you impress Symone

don't want the game to save after you've failed the mission. If things start to

Reward: 15,000 Gold, 7,500 Experience, 10 Rift CrystalS and a special item

look bleak or you have to run, just reload right rhere. It's much safer.
Escort Dllty becomes available from Fournival in the

oble Quarter after you

complete two earlier quests. Look for the noble in his house between 6am and
3pm. Once you get the quest, go through town with Symone. Make sure ro
stay relatively close to her so that she doesn't get annoyed.
Periodically, Symone hides and makes you lind her. Look behind Arsrnirh's
Alehouse and inside the Gran Soren Union Inn. She'll be at one of those
locations. When Symone gets chirsry, stop at the apothecary, by Fountain
Square. You can purchase a Flask of Water there for a trivial amount of money.

You get your reward once Selene is safe at the Healing Spring. It's good to
know where that location is anyway because these sites heal everyone in your
parry without COStor downside. They're wonderful when you're Out in the
wild and need a pick me up.

EPICUREAN DELIGHTS
Begins: Gran Soren (Alehouse Notice Board)
Ends: After you have acquired five meals of Kept Sour Ambrosial

Meat

Reward: 10,000 Gold, 5,000 Experience and Undulant Gold

Finally, your hero has to race Symone. You beat rhe quest regardless of
whether you win the race. It's still good to let her win because the reward for
your victory hinges on how much you impress Symone.
Talk to Symone at the end of the quest to get your secondary item. If you
stay close to Symone, lind her quickly when she hides, gee her warer without
delay, and let her win the race you get the best reward: a Gold Idol. These are
useful for quests rhat come up larer on (ldo! \Vorship and SlIpplier's Demand),
and you can't lind rhern anywhere else in rhe game.

FOREIGN SERVICE
Begins: Alehouse Notice Board
Ends: After you have found all 20 Seeker's Tokens

One of the stranger requesrs to come Out of the alehouse is this quest. Your
task is to find five units of ambrosial meat, wait until they go sour, and then
use airtight flasks ro preserve them in that state. You find this meat from
powerful opponents, such as Griffins. It's not easy to come by.
Once you lind some, be compulsive about checking your inventory to see
that it doesn't go bad. Keep watching the meat until it reaches sour status,
and then put it in your airtight flasks. Buy those ahead of time so that you
can adventure while waiting for the process to take its course.

136

Reward: 200,000 Gold and 750 Experience

This collection quest demands that you find rwemy Seeker's Tokens in
exchange for a huge pile of cash. While these tokens can be found in several
places, two good spots to pick them up are in Gran Soren and Bluemoon Tower.

HEAD COUNT

L-\..: ill OF OPPORTUNITY


_ e

gins: Gran Soren (The Alehouse Notice Board)


s: After you have acquired 66 Skulls

ng and deposit

sight

for an adventurer,

them in your storage

they bave a number

Pick these up as you travel

When

tbe count

t FOGIIlJvaI in the Noble

\TlS

area. Check your pawns as well, in

of skulls to contribute.

Experience, 10 Rift Crystals, and either Property of your own or 40,000 Gold

ard: 10,000 Gold, 750 Experience, and the Golden Pale


ulls are a common

Fournival's House, Noble Quarter)

e 'lelped to evict Jasper, Sara, and Pip or purchased their house for them

enjoymg

is full, bring

do

I(

Quarter,

He's in the upper

Boor of his estate,

a big meal. The guy wants a few people evicted,

himself.

but doesn't

want to

If you agree rohelp, seek out the tenants.

skulls to Arsrnirh.
Pip is close by. He's outside,
is a quest called B01le

There

south of the manor. Talk to

of Contention that makes it

him first, then look for Sara.

really easy to accumulate

Mter

your skulls.
quest

Complete

by running

running

around

fat a

shorr time, your hero finds

that

her at the Alehouse

through

the Everfall and then save

market

outside

the reward.

her too.
Jasper

doesn't

or the

of it. Talk to

rum up on

IDOL WORSHIP

the map for even longer.

i1egins: Caxton's Armory, (after meeting the duke)

You can find him in the


road leading

El1ds: When you have brought an idol back to Caxton


eward: Up to 20,000 Gold, 10,000 Experience, and 10 Rift Crystals

Quarter,

into the Noble

east from Fountain

Square,

Jasper refuses to make rhe decision


Craftsman's

Quarter.

need to convince.

without

his family's consent.

Go to the

Pip is on top of a stable there, and he's the one you really

It's hard to get to him. You have to go up to the Craftsman's

House. Run and jump from there onto the roof of the home to the north. If
you're having trouble,

climb onto the western side of the Craftsman's

using a broken wall. Jump

rigbt from there to get to an awning,

House,

and then to

the roof above. This makes the next jump a piece of cake.

to the Supplier's Demand quest.

This quest

is equivalent

Madeleine

want an idol so that they can secure the services of a master

weaponsmith.

One idol that you can find is gained

Pawn's Guild

called Put the Eye Out. It's a mission

and kill an armored


Caxron,

Cyclops.

object

to

Not only does this get your character

are extremely
Note

a quest from the

to find the Frontier

Caverns

complete

it

to

the quest.

gold and experience,

but the next time

store you find fat mote items fat sale. These new goodies

expensive,

but they're

that this can be completed

depending

by taking

and

Do thar to get a silver idol, and chen bring

Give him rhe precious

you visit Caxron's

Both Caxton

Jump
stables.

from that roof

to

the western

house, and then from there onto the

Try not to shake Pip too much when you get

ro be a pest, and his family is DOt having

also very powerful.

with any rype of idol, and the reward varies

on which one you turn in:


maximum rating

Gold Idol

Maximum reward

Complete Escort Duty with a

Silver Idol

3/4 of Ihe reward

Finish Put the Eye Out

Bronze Idol

Half reward

look in Selene's House in Wit

Forgery

Very minor reward

Copy one of the other Idols

a good day.

to

him. He isn't trying

That said, he runs off again. Run

to

the southern end of the city and look for

Pip along the walkways by the aqueducts. Sprint after the boy when you see
him and grapple the kid

to

ensure that he doesn't flee again.

MISERY SEEKS COMPANY (1/2/3)


Begins: Gran Soren Inn (after meeting the duke)
Ends: When you escort each of the knights down to Bloodwater Beach

Your hero helps the kid see some sense in all of this, but Sara still has to

Reward: 5,000 Gold and 3,000 Experience (Each)

be convinced. Go back to the market/alehouse area and find her again. She
might ask for more time to think. If that is the case, sleep at the inn until
morning and then talk to Sara again. That's enough for her. With Pip and
Sara's consent, you can talk to jasper and soon be done with the whole affair.
He asks you for 30,000 Gold to help with his moving expenses. Fournival
pays you 40,000 Gold if you complete the quest in this way, so you still make
a profit when you help jasper out.

head down to Bloodwater Beach. Take each of these men into southwestern
Gransys, by way of the Ancient Quarry.

NAMELESS TERROR
Begins: Just outside of Gran Boren's southern gates, after Seeking Salvation
Ends: Survive a brutal ambush

Or, you can talk to Fournival and give him 80,000 Gold for the property
rights. The noble gets his money, you get

to

Reward: 30,000 Gold, 12,000 Experience, and a Tightly-Folded

letter

own land here in the capital, and

the family can stay where they are. Everyone wins, so long as you're able to
part with that much cash.
If you payoff Fournival, remember to go back and talk to the family
members to tell rhem the good news. They each reward your hero with some
items that they've put together. jasper has an Antique Panoply, Pip has
a Pretty Stone, and Sara gives you Matured Greenwarish and then Balmy
Incense if you see her again while you're injured.

MATERIAL WITNESS

(2)

Begins: Gran Soren Inn Notice Board


Ends: When you escort Barnaby to Bloodwater Beach

This quest becomes available after Seeking Salvation as long as you didn't kill

Rewanl: 5,000 Gold, 3,000 Experience, and a Sight Earring

the cultists. If you did, this quest doesn't appear until after you finish Come
This quest shouldn't be
confused with Material
Witness from down in
Cassardis. This escort starts
in Gran Soren and takes

to Court,
When leaving the southern gate of the city, talk

to

Ser Rickart, by the gate.

He's outside, and he hands you a letter. This starts a chain of attacks at
various locations. Kill the assassins to complete the quest.

you to Bloodwarer Beach.

Assassins appear berween the hours of 8 PM and 4 AM, so they're certainly

By now, you may have been

night owIs. Look for them in the following areas:

there a couple of times. For


a fast trip, use the Ancient Quarry to get into southern Gransys. Take the
eastern way down around the lakes

to

avoid the Drake in the area, and move

southwest from-there.

Near the Ancient Quarry


By Gran Soren's northern bridge
By the Mountain Waycasrle

Fight through Conqueror's Sanctuary and then you're pretty much where

At the Waycasrle encampment area

you need to be. Get Barnaby to the beach and collect your reward. If you're

By Cassardis

wnrried about the Cyclops and Goblins by the sanctuary, it's possible to
drop down into the canyon by the southern hills. This avoids the fighting,

Start up north, by Gran Soren. Kill your way down the line and make sure
to

at the cost of some health. You can always heal, finish your escort. and then
Ferrysrone out of the area (or race through the sanctuary later, when you don't
need to worry about Barnaby's safery).
138

find each group before moving on. You can lind their leader hiding near

Cassardis. Once you get all of the enemies, the quest completes.

eEL SERVICE
- the Alehouse Notice Board (after meeting the duke)
-;en you collect 10 Parcels in Soultlayer Canyon
0,000 Gold, 5,000 Experience, and Golden Strings

The massive amount of armor on this creature makes it hard for some
- el Service takes you into Soulllayer Canyon, co the same spot on the
- ern end of the dungeon as the quest The Conspirators. Try to get this
r before you leave co do that mission so that you can kill rwo Harpies

characters to score hits. If you're not busy tripping it or casting spells,


grapple wirh the Cyclops and hit it repeatedly on its exposed back. That's a
fairly safe area; he can't grab you, and the damage adds up.
When the fight ends, you instantly get the reward. The Silver Idol is yours!

one Stone.

target is a ledge on the northern side of the dungeon. If you have the
r quest, it is marked on your map, making it much easier co find. You
see it from the Cyclops' walkway on the western edge of the dungeon, far
e. Don't try to hop down, lest you break your spine on the way.

REAPER'S SCORN
Begins: Craftsman's Quarter smithy
Ends: When you have brought a Wakestone to Austine
Reward: 10,000 Gold, 6,000 Experience, and 10 Rift Crystals

- stead, continue north around the top of the dungeon. You're forced to

If you have a Wakes cone

Je down a few steep embankments co the east. The slides divide, with the

Shard and are willing co

estern route taking you back into the main section of the dungeon. Use the

parr wirh it, rhis is a fast

tern ramp to get around to the ledge you saw earlier. That has the parcels

quest. Wilhem is a young

rhe letter that you're looking for. Return these co the Alehouse.

man who has been taken


before his time. Or, at least,

PUT THE EYE OUT

before his family can accept

gins: Pawn's Guild Notice Board (after meeting the duke)

it. His father has gathered

~ ds: After you have defeated the Cyclops in the Frontier Caverns

two Wakescone Shards, but he canner save his son without one more. If you

eward: 10,000 Gold, 3,000 Experience, and a Silver Idol

get him such a shard, you can create a Wakestone with rhe smith's existing
Idols are needed for a

two pieces. Use these to save Wilhem. Or, if you are in a foul mood, walk off

couple of side quests tbat

with the completed Wakesrone and never come back.

are happening by the time


this quest is available.
That, by itself, makes this a
rather lucrative assignment

to accept. Take a strong


party that has at least one
healer, and lead them ro the Shadow Fort. A hole in the courtyard leads all
the way into another cave system. That's the Frontier Caverns; it can'r be
accessed from the wilderness around the Shadow Forr.
Take the tunnel from the Shadow Fort courtyard and follow it north unril you
reach a new set of caverns. Explore the region, and look for the Cyclops in
the massive room

CO

rhe north. The area is called the Proving Grounds. You

have to kill the Cyclops while fighting off its Goblin allies. Melee characters
should trip the large monster or deal with the Goblins. Ranged characrers
and casters should keep their atrenrion on the Cyclops at all times. Pounding
it with fire is always useful.

If you rake on this quest, a Wakestone

hard appears in the lower levels of the

Everfall. That's yer another way ro get the Item you need, if you don't already
have any Wakestone Shards of your own.

REVEILLE REVELRY
Begins: Alehouse Notice Board
Ends: When you have found 50 War Bugles
Reward: 10,000 Gold, 750 Experience, and Soultaker

War Bugles are found in


various places around the
world, including boxes
around Gran Soren, on
guards, and as rewards for
a quest, Final Farewell, at
the Encampment. Getting
enough for the quest takes

When you have those, go to the strange door near the stairs. It has slots for

quite some effort. Keep the ones you find in storage so that you're not earring

the five Gems of Salvation. Examine the door to put them in their slots and

all of them around constantly.

open the Confessional Chamber.

When you have all 50, bring them

<0

Alehouse to hand over.

Use Purifying Brew to cure any curses that hit your character while searching
through the tombs, This makes the fight ahead much easier.

RISE OF THE FALLEN


Begins: Ser Maximilian,

A cultist named Balsac is

after having an audience with the duke

Ends: When you have discovered the link between the Salvation and the Undead
Reward: 20,000 Gold, 15,000 Experience, and 25 Rift Crystals

within. He fights your group


no matter what you do, as he
and his groups of Skeleton

Ser Maximilian doesn't

Knights are determined to

have official business after

stop the Arisen! Keep Balsac

you complete the initial

knocked down or magickally

work fat him. He just

disabled throughout the

needed to help you meet

fight. A single melee person can hold off all of the Skeletons while this is

the duke. However, he has

happening, and the rest of rhe party can waste Balsac with little delay.

personal business that still


needs attending. Rumors of
the Salvation cult's involvement with the Undead keep surfacing. He wants
to know more about it, and your hero is the best person ro ask.

Wirh Balsac slain, return to Ser Maximilian to make your report.

SCOUTING

MISSION

Begins: Gran Soren (Inn Notice Board)

Rest until evening and creep into the city. Beneath a marked bridge, on the

Ends: When you have escorted Mercedes to the Shadow Fort

south side, Salvation cultists are starting a meeting. Eavesdrop on the cultists

Reward: 5,000 Gold, 3,000 Experience, and a Lustrous Targe

and then approach one of them afterward. If you're wearing Salvation Robes,
you can fake your way into getting a key for the Catacombs. Failing that,
your hero can bribe the cultist 10,000 Gold to get a special key, or you can
shake him down for it, saving your money.
If you have any Purifying Brew in storage, grab some before leaving town.
It comes in handy soon. You can also find the key to the Catacombs by
returning to town later and looking at The Black Cat. A copy of the key
appears there if you can't manage to get one any other way.
Take the key to the Catacombs. Leave Gran Soren and use the backdoor ro the
Catacombs that's under the northern bridge. This cuts down on your travel
time. If you've never discovered that rear entrance, walk northwest to
the normal entrance of the dungeon.
While inside, go to the locked door that's near the elevator (on
the Second Level Underground). The key you received unlocks
the way. Kill the Undead in front of your party, and use the stairs at
the end of the hall. Above are many Skeletal Mages. Fight through them and

Gems before you can proceed. The dungeon writeup


for the Catacombs lists all of their
positions.

140

Take Mercedes out to the Ancient Quarry. Use that as a pass through

to

the

southern section of Gransys. This spits your group out only moments away
from the Shadow Forr, and makes rhis escorr quest relatively painless. There
isn't much chance for Mercedes

to

get caught in major

combat; that's good, because failing an escort


mission

is always a pain. You can't retry them,

so you have to reload quickly or lose rhe

~ISTERS IN PERIL

S'CPPLIER'S DEMAND

egins: Pawn Guild (Notice Board)

e e ne's Shop, after meeting the duke

E ds: Once you defeat two Ogres

eward: 10,000 Gold and 3,000 Experience

have brought an idol back to Madeleine

020.000

Gold, 10,000 Experience, and 10 Rift Crystals

Take this guest from the Pawn's Guild notice board and then go Ogre

This guest is equivalent to Caxron's guest Idol lJlorship. Both Caxron and

hunting. These creatures are found in a number of dungeons. There's one in

Madeleine want an idol so that they can secure the services of a master

the Catacombs, another in Everfall, you find a few in the Ancient Quarry,

weaponsmith. One idol that you can find is gained by taking a guest from

and so on. They're tough brutes

to

kill, so make sure that you're ready to risk

"our life before you head out there. This isn't the easiest guest

to

do if you've

iust gotten ro Gran Soreo.

the Pawn's Guild (called Put the Eye Out). It's a mission to find the Frontier
Caverns and kill an armored Cyclops. Do that

to

get a Silver Idol, and then

bring it ro Madeleine. Give her the item ro complete the guest.

When you go after those Ogres, bring casters with intense Fire Magick. It's

The Bronze Idol is in Witchwood, at Selene's house. It's by a window and can

one of the few ways to really put the damage

be grabbed from the walkway outside. You cao also forge one of the existing

00

Ogres. The things are deeply

resistant to rnosr rypes of damage. If you're a physical characrer, have your

idols when you're in Gran Soren. Head down to The Black Cat and make a

casrer allies attack while you shoor the Ogre's head or climb up the thing's

copy. The reward is pretty low if you do that, but it's an option.

back

to

cave in its skull.

Not only does this get your character gold and experience, but the next time
you visit her store you find far more irems for sale. These new goodies are

SMELLS SUSPICIOUS

extremely expensive, but they're also very powerful.

Begins: Alehouse Notice Board, after the meeting with the duke
Ends: After you have obtained a vial of Wyrmward

Note that this can be completed with any type of idol, and the reward varies

Perfume

depending on which one you rum in:

Reward: 25,000 Gold and 4,000 Experience

Treasure hunters stumble on all manner of things. Eventually, a person is


going to get a bottle of this strange substance over the course of their travels.
Once that happens, bring the perfume back ro the alehouse and give
it

to

Complete Escort Duty with a maximum rating

Gold Idol

Maximum reward

Silver Idol

3/4 afthe reward

Finish Put the

Bronze Idol

Half reward

Look In Selene's House in Witctwood

Forgery

Very minor reward

Copy one of the other idols

Eye Out
or Hillfigure Knoll

Arsmith.

If you haven't found the perfume already, go

Out

to the Ruins of Aernsr and

look in the chest that's on the southern side of the castle (near a Rag and some
boxes). The perfume is waiting to be taken, and raking it doesn't upset the

SUPPRESSION
Begins: Pawn's Guild Notice Board (after meeting the duke)
Ends: Once you kill 3 Chimeras
Reward: 25,000 Gold, and 3,000 Experience

Bandi rs in the area.


Chimeras are found in northern Gransys. There's one near Conqueror's
Road, in the northeast, and another southeast of Grearwall, in the forest.
They rerurn over time, or you can go south and fight the third one in the

r ~ ~-- :-~--=~
\)1 1'1

(,I

-~:-c -=-~_; - =-:- =-: ~~

~~

;;.'

=:- - ;-:- ~:~ :::-- ':~ -

=.:_. ;~ - _".... - :c:- - :..... -'~~

::

'-0-:;

:-.'

::-~

JI)I

SUPPRESSION

THE ABSENT APPRENTICE

(2)

Begins: At the Pawn's Guild Notice Board (after completing

all of Aldous' tasks)

Begins: Gran Soren Pawn's Guild Notice Board

Ends: Once you kill 3 Gargoyles

Ends: If you kill 45 Rabbits

Reward: 25,000 Gold, and 3,000 Experience

Reward: 10,000 Gold and 3.000 Experience

You fight many Gargoyles


once it's time to go to

Tainted Mountain. Finding


three (0 kill isn't an issue,

so pick the quest up


whenever you see irand
complete it later.

SWAMP THINGS
Begins: Gran Soren Pawn's Guild Notice Board (after meeting the duke)
Ends: If you kill 10 Sulfur Saurians

Rabbits aren't any threat

Reward: 20,000 Gold and 3,000 Experience

to

you, but people around here sure like getting

you ro kill them. Rabbits are commonly found in the Gransys wilderness,
especially down south. If you hunt the Rabbits whenever you're in that area,
you finish the quest without having

to

spend much of your time doing ir.

Trying ro hunt the Rabbits exclusively is much more troublesome!

THE ABSENT APPRENTICE

(2)

Begins: Gran Soren Pawn's Guild Notice Board (after meeting the duke)
Ends: If you kill 25 Crows
Reward: 85,000 Gold and 3,000 Experience

The second apprentice


quest from the Pawn's

Sulfur Saurians are found in western Gransys, by the waterways, and in the

Guild has you off killing

Miasmic Haunr. You can also look in SoulBayer Canyon for them. At least

Crows. Look for Crows

you don't need ro kill too many of these stealthy enemies. JUSt remember ro

around the Abbey and

attack them from behind whenever possible, sever the tails, and then work on

in the forests. If you're a

the main body.

THANKS

melee character, this quest


is a bit too much to ask.

MISLAID

Begins: Gran Soren (Alehouse Notice Board, after completing


Ends: When you have returned the Chamberlain's

Trail of Corruption)

Affidavit to the Alehouse

Reward: 10,000 Gold, 5,000 Experience, and Grievous Gold (Worth over 55,000 Gold)

THE HEART'S COMPASS


Begins: Gran Soren Inn Notice Board (Late Game)
Ends: Escort Tomlin to Prayer Falls
Reward: 5,000 Gold, 3.000 Experience, Vigilite (x3)

This is a nice, short escort


quest. Take Tomlin west
through the forest. It
shouldn't be a problem.

THE MOCK MARCH


An important letter was mislaid by a trusted secretary under the duke's
employ. This letter must be found and broughr back ro the Alehouse.

Begins: Gran Soren Inn Alehouse ~otice Board (After meeting the duke)
Ends: After you escort Ser Robert to Warrior's

Depature

Reward: 5,000 Gold and 3,000 Experience

Arsrnirh is waiting for you.


The letter is actually in the same house where you grabbed the Gifr Ledger,
so you may have taken it already. If you don't have it, make haste ro the
Noble Quarter and go into Fournival Manor. The letter is hidden there, and
ir only rakes a minute ro steal it and return to the Alehouse.

Warrior's Departure is
a cliff that's east of the
Encampment. Take Ser
Robert down there when
you have the time. The trip
isn't very dangerous.

142

TIle nexr u.me you make

THE MOCK MARCH (2)

It

gins: Gran Soren Inn Alehouse Notice Board (After finishing


ds: After you escort Ser Maximilian

Reward and Responsibility)

to the Greatwall Encampment

down socrh, travel

to

itch .. -ood and go all the

way ro the eastern side of

eward: 5,000 Gold and 23,000 Experience

the foresc Visit Selene at


Wait to do this escort

her borne.

until you're about to leave


for Greatwall on other
business. There is a late
game quest Deny Salvation
that coincides perfectly
with this escort.

A mob has gathered ro grab


Selene. The good news is that a Golem rises from the forest to chase them
off. You don't have

to

hurt any of the misguided creeps. The bad news is that

there is still a Golem there, and it doesn't like your team any more than the
mob. So, you have to kill the Golem.
Non-casters are at their best with Golem fights. You really need

to

be able to

THE SECRET ADMIRER

hit certain points with precision, and someone brave enough to crawl on the

~egins: At the Alehouse Notice Board (after meeting the duke)

creature and smash its amulets wins the day. Try

ds: When you return with Ophis' Badge of Amity

legs first. This temporarily powers down the Golem and gives you a chance to

eward: 10,000 Gold, 5,000 Experience, and a Golden Cyclops Sigil

~mplete

to

get a spot on one of the

break more amulets. Use that time to hit the amulet on the bottom of its feet

Thick as Thieves up at the Ruins of Heavenspeak Castle

to

get the

(because that's a hard one to target normally).

tern you need for this castle. It's a task that wins you the friendship of Ophis,

After that, climb allover

leader of the Bandits up

the Golem to find the rest.

there. Return with her

You don't win until all of

badge and turn it in at the

the amulets are shattered,

Alehouse.

and Golems don't take


any damage from standard
attacks. Don't waste your
time with them!
After the Golern's demise, look behind the spot where it formed (under

TRAIL OF CORRUPTION

Selene's home). There's a path! Go through the underground tunnel and then

egins: Alehouse Notice Board

follow the dirt path on the other side. Selene is far ahead. Talk to the person

Ends: Once you have acquired the Gift Ledger

that is standing beside her, and then talk

qeward: 40,000 Gold and 5,000 Experience

This one is a breeze. Go to Fournival Manor in the Noble Quarter. The door
15

unlocked, so you can walk right in. Search the house to pick up the Ledger,

and bring it back to the Alehouse. Turn it in to Arsmith for your reward!
This is an ideal quest

to

Begins: Alehouse Notice Board


Ends: When you have given Selene a Gransys Herb and brought back
an Herb Ale
Reward: 10,000 Gold and 11,750 Experience

Gran Soren. The boost to


your finances helps to cover
the costs of gerri ng new
equipment!

If you want to get this one done

Begins: Gran Soren (by listening to the people at Fountain Square, after meeting the duke)
Ends: After you have talked to Selene on the far eastern end of Witchwood

quickly, make sure that you have a


Gransys Herb (buy one if needed)

Reward: 20,000 Gold, 10.000 Experience, and 30 Rift Crystals, and a Favored canopy

and then start Elsewhere Bound


You can start this quest as soon as you've had your first meeting wirh rhe

from the Notice Board at the

duke of Gran Soren.

inn. That is a quest

The cirizens around Founeain Square have always been ineeresred in gossip.
ormally thar isn't a bad thing, bur after your meering with the duke ir feels
like the place's mood is turning for the worse. Have your hero hsten

10

on

people sometime during the day. They're looking for someone r blame for
rhe Dragon and all of the problems that are slamming Gran

rec Se ene, of

Witchwood, is fast becoming a scapegoat for all of this. You m.",


get out there to warn her.

Selene to finish the quest.

WITCH'S BREW

do as sooo as you get to

WITCH HUNT

to

to

escort

Selene. And in case you're


wondering, yes, you can talk
to her and get the Herb Ale
while escorting her. Thus, you
can complete this quest without
goi ng down

to

Very nice!

to

Selene's house.

.._,

_,

',/

t ~

.,

--=-~-. ::'.....__-_-~:_::---=-.~.. --= =... _:.... -=:-:..-_: ...__-:

_..

.:~ ..--:::-._-::-:-_.-:.._~.;-~~.--:7".:_ =-:-:_-~:".-~=; -::::-;0....-.:.,,

::..'

f/

,:,

Q{ FS'I (,{ ID!.

l!i.'l

II

Royal Banner

20%

Clean Cloth

20%

Harspud Juice

20%

War Bugle

20%

Cloudwine

20%

First Floor

Second Floor
:(!I

~;I~

Conqueror's Periapt

25%

Angel's Periapt

25%

Demon's Periapt

25%

Mage's Periapt

25%

I!l

II

ShOrtbow

38%

Sylvan Bow

12%

Placative Brew

30%

Royal Banner

10%

Enlistment Corps
Banner

10%

~1N,fu.

l!l
Petta

38%

Iron Shield

12%

UberatingBrew

30%

Royal Banner

10%

Enlistment Corps
Banner

10%

I@I

It

Trusty Sword

38%

Broadsword

12%

Interventive

30%

Royal Banner

10%

Enlistment Corps
Banner

10%

Iiii

II

Conqueror's Periapt

25%

Angel's Pen.pl

25%

Demon's Periapt

25%

Mage's Periapt

25%

"II

Third Floor
20%

Bottled Haste

20%

Eyedropper

20%

HarspudJuice

20%

war Bugle

l!l
ICoin Purse

Fourth Floor

II

Royal Banner

20%

First Level
Underground

il";:jurh:~.' I

01 Charity'

Ifl'.

20%

Throat Drops

20%

20%

Spicy Mushroom Tea

20%

War Bugle

20%

Harspud Juice

20%

War Bugle

20%

Royal Banner

20%

Bottled Haste

20%

Inlerventive

20%

Clean Cloth

HarspudJuice

20%

War Bugle

War Bugle

10%

II

HarspJdJtJice

WarB.ig1e

20%

i!J ..
!I

30%

'iff

,u'l\l}'

Conqueror's Periapt

40%

Interventive

20%

Throwblast

30%

Dragon's Spil

40%

White Wine

30%

Foreign Knife

20%

War Bugle

10%

War Bugle

10%

III

20%

40%

White Wine

lQIDtll;Tll"1
20%

Conqueror's Periapt

20%

1111
Enlistment Corps
Banner

20%

Eyedropper

144

l!.illl,r"lmli'l!l;.

Q.,l!J1 QI.'!1.1lJI

ll!J"~

Royal Banner

=~.-_::
,

.... -=~_--;:.:-.---:::-:-.--:"',,; ...-_~~...

Throwblasl

30%

Dragon's Spn

40%

Foreign Knife

20%
10%

I{!l!)'~
Enlistment Corps
Banner

20%

Throat Drops

20%

Spicy Mushroom Tea

20%

Harspud Juice

20%

War BU(jle

20%

LOCATIONS

A ENTRANCES

m To Duke's Demesne: First Float


~o Duke's Demesne: Second Floor

Q) To Duke's

Demesne: Third Floor

G Duchess's Gardens
4 Guard Station

If) Chamberlain's

em Gathering

To Duke's Demesne: Second Floor

6) Audience

To Duke's Demesne: Third Floor

To Duke's Demesne: Fourth Floor

CD Treasury

To Duke's Demesne: Second Floor

4iJ To Duke's

To Duke's Demesne: Second Floor

() To Duke's Demesne:

",0

Duke's Demesne: First Floor

To Duke's Demesne: Second Floor

Chamber

G:l Observation

Solar
Hall

Visiror's Chamber

fD Dungeon

Room

CD Srorehouse

Duchess's Bedchamber

Firsr Level Underground

To Duke's Demesne: First Floor


To Duke's Demesne: Third Floor

Demesne: Third Floor

CD Duke's

Office

To Duke's Demesne: First Floor

CD To Gran Soren Slums

To Duke's Demesne: Second Floor

IMPORTANT ITEMS
Q) Seeker's Token

@J Paladin's

C) Badge

Skeleron Key

Mantle

of Merit

ANDERING NPC'S
.,:
1200: Audience Chamber

ieee. Exits via castle

gate

0800-170): Audience Chamber


_J
1-',~70::0-'-:2=OOO:::::
H,c':::'lIw:::,=y=-ne::a=r
D::':U=Ch'-,,-s'-'s"Be""d'"'Ch-am-b:""e-,
--I,
L,;2:.:_00;_;0,,-0:.:_80;_;Oc_:
R"'e:;;tu:;;rn:;:,s.:;to;_:2"'nd::.:f:::'o:::or

1800-1200:

0800-1700:

Audience

Chamber

Audience Chamber

:. Il0-0800: Chamberlain's

Bedchamber

I
I
I

03002200: Prison entrance


2200-0300:

1 st floor

Post Game
0300-2200: Prison entrance
2200-0300: Duke's Solar

0700-1800:

Courtyard

..

Exits via castle gate

1800-0700:
....,.2100:

Ouchess's

,.

2200: Duchess's Gardens


..2X).1800: Duchess's BedChamber

--'1

SER JAKOB

1200-1530: Maid area


1530-1800: Visitor's Chamber

...

0500-2130:
,

Guards gate

2201}-(15OO: 1 st 1I00r

0500-0800: Audience Chamber, Treasury

Office

0800-0500: Sits at table

Game

SER RASTER
0500-1340.

2400: Audience Chamber

..

2nd floor

1340-1910. Courtyard

302010: Audience Chamber

1910-2200.

2nd floor

2200-0500'

Corridor, 2nd floor

201 0-0730: Duke's Solar

=est same

..

0500-2130:

Guards gate

2130-0500:

1 st floor

:xJOO-24"'00:"":"'PrC"iso-n----------I
0000-2400: Outside Duchess's Bedchamber
1300-1500: Audience Chamber
15001300: Exits via castle gate

07DO-1800: Courtyard
1800-0700: Leaves via castle gate
0700-1200:
0800-140); Audience Chamber
14oo-193j:

Courtyard

1730-2100: Visitor's Chamber

1930-0800: 2nd floor

,"

0800-1800:

Audience

1800-0800:

Ouke Solar

Visitor's Chamber

1200-17S0: Observation Room


2100-0100: Duke's Solar

~ 1200-1400:

0100-0700: Exits via castle gale

l2400-~Xlls..:.v:::la~c..:.a:.:.s...:t::l:.;,eC!g~a'-t::..e~~~~~~-_-_-_-_-_~-l

Chamber

:'
Chamber
0700-2000: 2nd floor, Duchess's Bedchamber
2000-0700;

0520-0800: Audience Chamber, stairway, castle gatE


0800-0520:

Audience

1 st 1I0or
1700-2130:

2nd floor

2130-0500: Corridor, 2nd floor

151

floor

FORAGED ITEMS

STORY QUESTS
THAT BEGIN HERE

INSIDE THE DUKE'S DEMESNE


CATEGORY

NAME

Greenwarish

Potent Greenwarish

Grass

.-

I AncienlSeroll

I Wolf Strategy

I--

Gransys Herb

rLady's Corset
Equipment

Moonglow

,_Noblewoman's corset
Set of Salvation Robes

Sweet Pollen
Berry
Fruit

Silk lingerie

,--

Apple

Iutt otHalr

Other

Grandgrapes

Skelelon Key
Grand Surcoat

Mushroom
Mushrooms

Foreign Knife

large Mushroom
Avernal Mushroom

Ore

Begins:Whenyou speakwithAldousin the duke'sAudienceChamber


Ends:Afteryou havetoldAldousthatthe Griffinis slain
Reward:30,000Gold,25,000Experience,and40 RiftCrystals

Vol. 3

I Set 01 Servant's Garb

Sunbright
Flowers

GRIFFIN'S BANE

Blank Scroll

Books

Strongwarish
Herbs

'.

Foreign Medicament

treasury'

Rock

Goddess Cameo

Pretty Stone

Balmy Incense

Gran Soren Rubble


'YOU

CAN GET ITEMS FROM THE TREASURY

REWARD AND RESPONSIBILITY.


BUT IF YOU'RE

SPOTTED

AFfER

COMPLETING

THE QUEST

PRIOR TO THAT YOU CAN STEAL THE ITEMS,

YOU FACE ARREST.

BASIC INFORMATION
The Duke's Demesne is the private keep for the lord of Gran Soren and his
closest advisors. Pawns aren't allowed to come onto the grounds, so only your

to

Aldous (the duke's

advisor and confidant). Aldous gives you extremely vital tasks

to

help keep

Ser Georg is down the road about one hundred feet. Rendezvous with him
and set off with the soldiers. They begin their patrol, and your group has
hurry

the country safe.

to

to

bide from the Griffin's aerial view.

['a ke JJ t \Easy
Don't mess around with any of the guards in the
Iock you up in a second. Unless you have

a skeleton key on hand, this leaves your hero in a jail cell

bur it's the principle

the guards isn't too expensive,

of the matter,

your map. Drop the monster there. Now


hide yourself, before the Griffin comes
by for a snack. Once it arrives,
leap our and give the fight
everything you've got!

146

to

keep up with them. After a few minures, the soldiers stop in an open

field. They each take cover

for quite some rime. Bribing

the beast, and your assistance

Soren by rhe southwest gate.

Though a small spot within Gran Soren, many important quests are started

Demesne-s-rheyll

to

would ensure the success of the mission. Accept the quest and leave Gran

hero is in the party while exploring this location.

here. Afrer meering rhe duke, your hero should come

Aldous is worried about a Griffin that's been harassing troops in the area.
He's assembled a group of fighters to attend

~'0

It's

Bluemoon Tower

y that you've made this journey before, unless you are an avid

exp orer Bluemoon Tower is down a tiny stretch of passable terrain that is
northeast at WindbluffTower. People can travel through that area and not
even nee ce the road that continues east, through the mountains.
Be warned. It'S a long slog through unfriendly lands. Powerful Skelerons
haum the passes at night, while Bandits choke the rocky corridors by day. A
Golem

IS

said co live in the pass as well!

The Bluemoon Tower is ar the very tip of the land, on a modest peninsula.
Read the entry for that area co learn how ro siege the castle and slay the
Griffin. The fortress is filled
with loot and expensive
items, so rake the time to
search it thoroughly once
the quest is complete.
Don't leave or take a
Ferrysrone until you've
picked the place clean.
When you rerum

to

Gran Soren, talk

to

Aldous and let him know that the

roads are safe once more.

TRIALS AND TRIBULATIONS


Begins: When you speak with Aldous in the Duke's Audience Chamber
Ends: After you have seen Fournival's trial verdict and reported to Aldous
Reward: 20,000 Gold, 15,000 Experience, and 30 Rift Crystals (Only partial gold
and experience if you don't present any evidence)

his right-hand man. Agree

to

help find evidence regarding Fournival's illegal

activities within the duchy.


If you want, it's possible

to

spend time

at

the

inn,

Additionally, you can do as many (or as few

rest.

and avoid taking part

bonus if you do this.

in the entire affair. You lose most of your ~e


:-

owing steps as you wish.

THOSE FOR FOURNIVAL:


Fedel: Upstairs in the Duke's Demesne
Geffrey: Inside the Cathedral
Ser Daerio: North, at \Vi nd bluff Tower

Talk to Ser Gyles; he's in one of the small northern rooms on the second Boor.
Find Ambrose, on the western side of the second Boor (or in the Audience
Chamber, depending on rhe time).
Ser Daerio begs you to bring Ser Castor down to Gran Soren to testify. Ser
Castor is up on the eastern wall. Talk to him and then bring the fellow hack
to the capital.

Tell Aldous what


you've learned.
Talk to Mellard at the

THOSE AGAINST FOURNIVAL:

Cathedral or at the

Jasper's family: In the Craftsman's Quarter

Knight's Manor, in the

To really swing the trial, use the Ancient Quarry to move south and look for

Noble Quarter of

your last Contact at the rest camp south of the quarry. Reynard can seal the

Gran Soren

fate of the trial before it begins. For 3,000 Gold, you can swing the verdict in
either direction.
Now it's all a matter of
time. Rerum to Aldous
with any final information
or wait out rhe time of the
trial. Sleep for several days
at an inn to make the time

By by.

THE WYRMKING'S RING


_~.",,_

.. Begins: When you talk to Aldous and start the second round of quests for him
Ends: After you have spoken with Aldous
Reward: 35,000 Gold, 30,000 Experience, and 40 Rift Crystals

Leave Gran Soren and travel to the Ancient Quarry. The thief might be
hiding there. It's usually faster ro enter by the northern entrance, so we srarr
from there. Go into rhe quarry and start walking down the first hallway. Yi
don'r get far before you spot something suspicious. After watching a brief
scene, your party is arracked.
There are a couple of casters and a handful of melee troops in the group that
ambushes your parry. They're all close rogerher when (he fight starts, and th..
is beavily in your favor. Use your strong area-of-effect attacks immediately.
You can do so much
damage to the enemies (or
disable tbem en masse) that

Aldous has two more quests once you have finished Fournival's rrial and
slain the Griffin. Someone has stolen a ring from the duke's treasure stores.
This ring is known as the Wyrmking's Ring. It's extremely valuable, and the
whole theft might be an inside job.
Follow this sequence to discover more about the rhefr:
Talk ro Pering, a servant who works on the firsr door
corner of the building.

148

the fight is almost over


before it begins. Pick off
the casters first, and work
on any foes rhat remain.

Another scene concludes the fighr. When it's over, return to Gran Soren
rrhwesr

tell Aldous what has transpired.

arx,

t,nuing the Hunt


- ISn't enough to get this task completed. Aldous wants your hero to
further. Begin a new investigation into the thief and his motives or
reabours,
r-

Talk to Brice in Fountain Square, and then leave Gran Soren.

next goal is to return

to

Bluemoon Tower'

:ake the long trek to the oceanside fortress. Though the Griffin is gone,
ere are now archers and swordsmen throughout the building. Use cautious
attacks to proceed, because
the footing in Blue.moon
Tower is still quite
treacherous. One misstep
could COStyou a pawn-or
your own life.

-one of the enemy combatants are tough, so a slower method of fighting


Joesn't COStyou more than a spare curative herb or two. Check the chests
-hile you proceed, because some of them may have new treasure since you
ast plundered the tower.
If you unlocked the gare
at the northern side of the
tower, use that to quickly
get to the tOp of the area.
Otherwise, your group has
to circumvent the central
area and come at ir via [he

Give the ring

southern passages.
At the cop, a powerful mage waits. He mocks you without raking up
much of your rime, and then the battle is on!

[00

to

Aldous to receive your reward,

PRIDE BEFORE A FALL


Begins: When you accept Aldous' request (in the second round of his services)
Ends: Once you have told Aldous about the events at Windbluff Tower
Reward: 20,000 Gold, 18,000 Experience, and 30 Rift Crystals

Aldous wanes you to


shepherd Mercedes on a
quesr rhat she is about

to

undertake. Accept the task


and meet Mercedes by the
castle gate. Talk to her and

knight is traveling to WindbluffTower.

then set off for the north

Ser Ravenn delivers a message, and suddenly it's time to go back borne. Reverse

once again. The brave

your steps and hurry up ro the capital once more. Don't use the southern gate

Follow the northern road and meet

to get inside. Instead, take the longer route through the west gate.

her there.
After arriving at your destination, climb the stairs on the eastern side of the
compound. Move down the hallway and rurninro the room nearby.
You have a cough choice ahead. A battle is about to break out. You can
intervene. If you do, it's easy to defeat the enemy. That's not the issue. The
problem is that you stain someone's honor by doing it. Holding back mighr
have major consequences, so that's a rougb path as well.

Cockatrice. That's probably nor


what you'd expected, but you
have to do something
about it. Time for
some killing.
To respect Ser Mercedes as a knight,
stand still and watch the fight. If the
outcome

is more important

than the

meaning behind the battle, go ahead and


cue the enemy in half. Either way, we won't
spoil what happens. Boeh choices ate quite
interesting.

Waech the events complete and chen go back to


Aldous. Tell him what has transpired.

HONOR AND TREACHERY


8eglns: As soon as your hero finishes Aldous' second round of quests
Ends: Once you're back in the castle, after a fight n the Craftsman s Duarter
Reward: Up to 60,000 Gold, 25,000 Experience. and ~O R Crystals (You lose
experience ff you can't protect everyone n' e area

There is word from the south. A messenger from the

rhern Waycastle

reports chat a guardsman has been injured and needs e speak with the
Arisen. You Deed to get down there as soon as you

can,

Leave Gran

head down to the Waycastle. You're met at the soutnerc e

150

ren and

. me bridge.

After Y'II!\t either driven off or slain the Cockatrice, talk

to

Ser Camillus by

the pass;.ge to the Noble Quarter. He leads you to Aldous.

REWARD AND RESPONSIBILITY


Begins: As soon as you accept Aldous' offer, after completing
and Treachery

the quest Honor

Ends: Once you accept the duke's gifts


Reward: The duke's treasury, 20,000 Experience, and 35 Rift Crystals

Aldous warns that this is going to be a long campaign.


However, that doesn't end up being true because of
circumstances that intervene. Don't worry about being
locked inca anything at this time.

Aldous informs you that the duke has a mission for you. If you're ready

to

undertake something of this scale, walk upstairs and seek the duke. He's
in his solar, the room on the western side of the second Boor. Talk

to

him

and then follow the duke through the castle. He goes down to the treasury
and presents a wealth of coin and chests with several valuable items. Loot
everything!

DENY SALVATION
Begins: As soon as you finish Reward and Responsibility
Ends: When you secure GreatViall
Reward: 40,000 Gold, 30,000 Experience, and 50 Rift Crystals

Deeper Into the Fortress


The second yard looks empey. Ahead is the entrance ro the main compound,
and ro the wesr is a small graveyard. If you approach rhe stones, a number
of strong Undead Warriors climb from the dire ro arrack your allies. Ir's safe
ro back off and use ranged attacks co destroy them. Or, if you wane a fasr
vicroey, scand in rhe midrUe of the throng and keep the entire group ar bay.
This is risky, bur it's faster and quire fun.
The path splits when you emer the main building. It's about this rime that
the Skeletons begin their arrack. Skeleron Knights are a common sight here.
They're sometimes led by sorcerers (high devotees in the Cult of SaIvarion).
Your mission is halted before it even begins, bur there is another pressing
matter to which you must arrend. You are summoned to the Grearwall, far ro

You have to wonder if these Skeletons are formed from the previous guards
that served here. Either way, you have ro pur them all dowo.

rhe west. Take your new roys and leave Gran Soren.
Journey to Grearwall and rest before going inside. Enemies lurk within the
keep, and your people need to be at full healrh before the fighting begins.
Once inside, step forward jusr enough to trigger rhe firsr scene. Two Cyclopes
come into the courtyard from the far gare.
Snow Harpies arrack simultaneously, so the field gers bloody almost insrandy.
Dedicate your full arrenrion to rhe Harpies during the first stage of the fight.
Taking th em our prevents Sleep from affecring your cbaracters when the
Cyclopes starr ro sromp around.
Kill all of rhe Snow
Harpies and rhen choose
one of rhe Cyclopes ro
work on. [f your group is
focused on pure damage,

Fight near the sorcerers. This ends up dragging the KnightS over because all
of their acracks are melee based. Your parry can rhen use area-of-effect acracks
and spells ro rake our the casters while hurting their Skelerons as well.

make sure rhar tbe Cyclops

The easreen room has a captive. Kill the sorcerer and Skeleton Knights in th

you're working on is also

chamber ro save one of the guards. He is quire grareful and asks you co look

the one that aU of your

fur more survivors.

pawns are figbting. A team rhat can disable enemies properly should splir up
instead, and keep both of the Cyclopes eirher down on the ground or disabled
through spelJcraft. [r's a slower fight thar way, bur safer.
Now thar the courryard is clear, leave Grearwall and rest outside. Tbis
doesn'r cosr any subsramial money, and ir doesn't ear inro your supplies. The
monsters don'r come back!

A small passage concinues inco rhe forr. There are several ways ro go. yer
many of rhe doors are locked. You can only proceed in one way at rhis ri
Take the hallway back inco rhe bowels of rhe building and concinue um
you find a room with a Chimera. Thete's no avoiding the fight, because .
far door is closed (and a guard is keeping it that way as long as rhe Chi
lives). Desrroy the beas[.

152

You can often dispense with the Skeleton Mages and some of the Knights
before the Undead Warriors make any difference in rhe fight. Clean up rhe
melee rroops by backing off to safe range or using area-of-effect attacks.
A locked door beneath rhe steps is unlocked by your guard ally as soon as
the fight concludes. Examine the area behind the door. Stairs take you up

to

a chamber with a chesr and a damaged wall. Place a nearby explosive barrel
beside the wall and detonate it. This creates a hole that you can squeeze
through. The earlier stairs are on the other side, so the opening doesn't get
you anywhere special. However, you can continue your exploration.

The Upper Floors


Take the stairs to the third Boor. A Skeleton Lord is keeping its post to
prevent you from breeching this level. Dash around it and force the Skeleton
Lord to fight enemies on two sides. It can protect itself from one group of
attackers, bur not the other. This makes short work of the monster.
The guard opens the gate after the Chimera dies. Loot the chests in the

A guard opens the storeroom. Loot the chest and then move on. The next room

adjoining room and then move on. A substantial fight is just around the
corner. It looks easy at first; there are stairs ahead wirh a couple of enemies at
the top. Once you start your ascent, it ends up being more impressive. There
are Skeleton Mages and Knights at the top of the steps, and Undead Warriors
file in behind your parry.
Rush toward the Mages and
kill them while waiting
for the U odead Warriors
catch up.

to

is being used as a summoning circle by the Salvation cultists. Watch what


happens when the Arisen enters, and steel yourself for a dangerous battle.

SIDE QUESTS
THAT BEGIN HERE
AROUSING SUSPICION
Begins: Talk to Mirabelle in the castle foyer (after meeting Lady Aelinore)
Ends: Once you have visited Lady Aelinore in the castle gardens at night
Reward: 10,000 Gold, 6,000 Experience, and 20 Rift Crystals

After meeting Lady Aelinore in the castle gardens, your hero soon stumbles
into her lady in waiting. Mirabelle is usually in the first room of the Duke's
Demesne. Talk to her, and she tries to arrange a meeting between your hero
and her mistress.

ir",o JJnnocent 1l1en


irbis is a perfect quest to do at tbe same time as tbe
(assardis

quest, lin lnnocent

talking to iromlin, in (assardis,

ffian, Start that quest by


and tben follow up by talking

to people in C!3ranSoren, )n tbe later stages of tbis quest,


you end up being quite close to iromlin's ratber and can help
him out "'bile you're leaving the l:>uke's l:>emesne,

Sleep at an inn until nightfall, and then return to the Duke's Demesne,
Walk to the northern gardens and meet Mirabelle. She instructs your hero t
seek out Lady Aelinore in her chambers. Go inca the main building via the
northern side door, Walk into the Audience Chamber when the patrolling
guards aren't looking; you can hide in a side chamber while you wait (the
servants don't take notice of you). Take the stairs up to the next Boor and 10<'
for the room in the northeast. There are more stairs! Climb those. A bridge
extends northeast from the third Boor. Walk across the bridge and go inca t
duchess' cbambers. A scene follows. You can watch what happens and have

An awesome scene concludes both the battle and the quest. You are then free
to return to Gran Soren.

154

LIp in the dungeon of the castle. A Skeleton key is at your disposal.

open your cell door and then use the southwestern cell door next.
- doing An Innocent Man right now, unlock the southeastern cell and

IDtJat~ou Vo

men in there leave the castle. The sourheasrern door rakes your hero
-assage char goes all the way out to the ciey aqueducts. You're free once
Put your equipment back on, throwaway the rags in your inventory,

. (be
~tJ(ull}

tai.s! Get th s done early if YOLl

., srorr in chis direcnon.

oack about your business.

-CHESS IN DISTRESS
~a k to Mirabelle outside of the castle entrance, on the northern side of the doors
er you've helped Aelinore once agam
35,000 Gold, 25,000 Experience, 40 Rift Crystals, and improves your relationship
Ith Aelinore

There is a cave known as Souillayer Canyon, and that's where you find the
Ietrer, There are rwo entrances to rhe dungeon, and borh are along ehe
northern cliffs as your hero eravels inca weseern Gransys.
Be prepared to fight a world of Harpies as you go. They dominate the area
in and around the dungeon. Kill everyehing in your path and go toward
ehe western side of ehe dungeon. The target is a ledge ehar isn't too far from
'ore running off to deal with Salvation in the late game, Stop for a moment

there. You can see the ledge from the Cyclops' walkway, far above. Don't try

the castle gardens. Look for Mirabelle on rhe northwestern corner of the

ro hop down, because the fall would kill your hero.

de. Talk to her and agree to help Lady Aelinore.


=.caveGran Soren and walk north, past Windbluff Tower. The road continues
the way up eo a private estate called The Blighted Manse. That's where
.lIl
Ut

find Aelinore. Put on the Set of Royal Guard Armor that Mirabelle gave
hero so that you can enter the estate.

ilead ehrough the Blighted Manse entry to see the map of the area and to get
a walkthrough for finding Aelinore and escorting her out of the area safely. As
soon as you finish this, your hero compleres ehe quese and gets the full reward
for rhe task.

THE CONSPIRATORS
Begins: Talk to Fedel in the Gathering Hall (above the duke's Audience Chamber)
Ends: When you have brought back an important

letter to Fedel, Ser Gabrian, or both

Reward: 35,000 Gold, 18,000 Experience, and 35 Rift Crystals

After meeeing the duke, go upseairs in the casde and look for the Gathering
Hall. Fedel can often be found there, and he starts a quiee conversation with
your hero. He doesn't say much, bue ie sure sounds consequential. Go back
to the inn and resr until evening. Rerurn then and look for Fedel in the
sourhern courtyard. He eventually comes our if you stand in the marked area
and wait.

Instead, continue north around ehe rop of the map. You're forced to slide
Talk eo Fedel and he marks
a large area on your map.
Hunt Bying creatures
out west and attempt

down a few seeep embankments eo ehe east. The slides divide, wieh ehe
western route taking you back into the main seceion of the dungeon. Use
ehe easeern ramp to gee around ro the ledge you saw earlier. Thae has some
parcels that you need for anoeher quest, and the letter that you're looking

to

retrieve the man's lerrer.

for. Return chis co Fedel or give the lerrer co Ser Gabrian when you enter the
Duke's Demesne. The choice is yours.
If you're crafty, forge the letter ae The Black Cae, in southern Gran Soren.
You can give versions of the leecer co boeh men eo receive rewards from each!

First Floor
Second Floor

Third Floor

First Level
Underground

AREA ENTRANCES

AREA LOCATIONS

To Barta Crags

9 locked

Stairs lip to The Gr~n"?tI

fa Stairs

lip [0 The Grf"1rw,,11

'e ond
l

o
o

FI_00[

down

[0

The Gr".~r\\''''1 FH~' f.i'~oor

I Faithful

15%

Vf'fll~an's Arc

15%

~Of'IClJlr.t~c;

5%

Master's Bracers

30%

ChimeriC Armet

6%

30%

Scarlet Hand Covers

30%

Undead Tactics Vol. 2

2'1'0

20%

Animistic Robe

30%

Brown laced

Leather Ocreae

to%

$;J .....C" '1 Pcuch

~Cap

r.:~"",~ood
-'('!-1

1'\6

:<,~"S

1;1

35%

5""''9'/ Vol. 2

""

100%

JI!M_I!l_l1'_"l:I_

Salubrious Brew
Assassin's Breeches

35'
7'10

lion-lord's Helm

7'10

Leggings
Gryphic VICtory

~;

20%
1%

liflI

25%

Ring of Sable

10%

20%

Free-Spoken Earring

30%

Ardent Will

1~

Sight Earring

30%

Algid Bloom

1,",

Gryphic Cloak

30%

Kunai

15i

GlmbleGyre

1~

_.q~Vim

J It--

Earring

lit!

~~_P{jicamenl
p ..nfv"llBrew

Sabatcns

""

Qrilu( Shielrl

G .,,..,.. ....,....Pouch

Melolrean Greaves

,.Jll!J
1

15%

Chimeric

Destructible Wall

Barred Gate

~-~~

~""''''[icHalfPlate

Rex Lion Paddmg

Ill)

Barred Gate

Gate

Thc'rc:.1nrl %Og5

Plated Coat

Silver Chestplate

4D locked

Gate

1m Barred Gate

F'fSt F~n(\r

'i!._

CD Stairs

Q Ballism

Desrrucrible Wall

.
50%

Rooted stoom

18'"

7%

AlchemickalBangles

1i1i

7%

Stagnant Surge

3%

6%
30%

GEDITEMS
NAME

.10.' TERS

.~

CATEGORY
Mushrooms
Other

NAME
LargeWushroom
Polar Mushroom
Hemp
Cloudwine

'Only from 5am to 8pm

-]

(.

ps

- t

e un Knights

eleron Lord

Snow Harpies

Skeleton

Undead

Wights

Sorcerers
Warriors

- celeron Mages

SIC INFORMATION
all has a number

nng travelers

of services

can sleep

manage their storage items,


_Jrt skills, or switch pawns.
ce place in the middle

ge wilderness.

of

You can't get

gh the gate into rhe compound


later in rhe game, so Grearwall
- more of a rest camp until
e complered

a number

of

- for rhe Duke of Gran Soren .


-ersonally

asks you

to

go

to

rwall when the time comes.


events of rhis are covered by the
r Reward and Responsibility.

When

Spoiler lIlert!

you return

the Tainted

One of the major battles of the end game unfolds near


Greatwall. To avoid spoilers skip the rest of this section
until you are ready for The Fin,11 Battle.

to this castle outside

here. A rear exit, at the northern

Unless

Mountain.

you're feeling

of that quest,

there is little

end of the first Boor, is actually

That is where you eventually

confront

the Dragon.

really lucky, don't go there. Your party should

high level before doing so. Also, finish all of your existing
confronting

to be done

a way into

the Dragon,

quests

be very

before

STORY QUESTS THAT START HERE


THE FINAL BATTLE
Begins: After you complete the events ot the Reward and Hesponslbluty
Ends: When you have confronted

quest

the Dragon

Reward: 65,000 Gold, 80,000 Experience, 60 Rift Crystals, and major equipment

upgrades

The northern exit from Grearwall leads ro the Tainted Mountain, where the Dragon makes irs roost. Before going there, tie up as many loose ends as possible,
One of those is to return to Hillfigure Knoll. See the Dragonforged

there, He gives you tactics for fighting Dragons and also a vest of great quality. Receive

these items in good health, and then take your leave of him,
Finish all of the quests and duries that you still have in the world, Much changes over the course of The Final Battle! Also, bring an immense volume of herbs,
restorative items, and whatever else you think may be of use, Fire resist equipment is nice

to

have, Also, bring the best equipment you own, Not only does it help

you win in the corning storm of battle, but all of the equipment you wear during the final confrontation gets a major petmanent upgrade,

I.~

II.! ~

... ",f

811aul

30%

Leather Circlet

30%

Sliver Bands

20%

Feather Cape

20%

IITo Northface

Forest

Hillfigure

Knoll

is an area in the northern

a large figure cut into a hillside.

wilderness

It's a landmark

that is noted for having

that seems quite strange,

and

people who stop there speak of a man called The Fool. He's said to speak in
riddles,

confusing

those who would

than most from this curious

hear him out. Perhaps

you can learn more

place.

The Dragonforged also lives here. You need


quest called The Cypher. Your hero should

to

speak with him to complete

also seek rhem out after the events

at G rearwall.
Talking

to The Fool and the Dragonforged

the world and its lore. Listen carefully


There aren't any monsters

fills in a number

of details

about

to what they say.

here. The outside

of Hillfigure

Knoll

is adequately

safe, and rhe small indoor area is nice and cozy.

POINTS OF INTEREST

MONSTERS

Dripstone Cave
(Northern

Entrance)

Bandits

Goblins

Wolves

BASIC INFORMATION
Ianarnia Trail starts
ncarnpmenr.
Iountain

Waycastle.

e settled

to the north of the

Its road leads north


A smaller

lands behind

toward

the

trail west leaves

and takes travelers

into

..>andit territory.
-:-he lower section

of Dripstone

re, and you can use it

[Q

rrle faster than the road would


10.

Cave empties

get inro Cassardis


normally

It's also a way to search for treasure

-ioving
ungeon

through

the area. There

that replenishes

out
a

take
while

is loor in the

periodically.

You aren't

kely to make much money on the southern


lads, so this is a side benefit.
In rare occasions,
rage by killing

a Bandit

area north

any nearby Bandits

of the trail (and west of the road contains


and your parry gets an inseam dose

a captive.

oi experience

Look for a cage up the hill and see if anyone

and money.

is inside.

Free rhe

LOOT

MONSTERS

Chests (x2)(soumern side of area)

Snow Harpies

Chest (on the centtal island)

Sulfur Saurians

Fourth Journal Entry (sourhern side of area)

Wight

nigpttime )6 nee
the lRigpt <rime
to stumble

bogs during

the dark hours of the evening.

spellcasrers

BASIC INFORMATION

into a \V'ight if you search the

It's possible

These flying

are a royal pain if you aren't a ranged character,

so beware!

This small wilderness area is southwest of the Ruins of Heavenspeak Fort. Take the small passage down into the swamp and look for large flocks of Snow
Harpies. That's when you know you're getting close. All of the good treasure here is at the borrorn of the region, south of the bogs. You can even find the
Fourrh Journal Entry here, if you're collecting those pieces.
The bog slows movement, so don't fight in or near the water, Lure enemies up the hill or onto the island while you're attacking them.

MONSTERS

Goblins

Harpies

BASIC INFORMATION
Moonsbit Pass is a section of crags and
canyons that extends from the Mountain
WaycastJe almost all the way north
Soren, It's treacherous

to

to

Gran

navigate at night

because the area is filled with steep drops.


You can't see where you're going without a
lantern, so be sure

to

keep one lit and filled

with oiL
If you have anything that protects against
Sleep, have it at the ready. Harpies attack
anything and everything that tries to make
it through the pass, Ranged attacks and
jumping melee swings work well to stop
the beasts.
There isn't much of value down in the pass. These monsters don't have piles
of treasure, and the land itself is rocky and unrelenting. Come through here

BASIC INFORMATION
The clitlS southwest from Gran Soren aren't settled by any humans. They're
bard

co

reach, and Goblins lurk in the shadows nearby. Get up to the

Moonshower Cliffs by taking a side route out of Moonsbit Pass. You don't
find much of value on the cliffs, but it's fun to explore the area because it has
such a great view of the city.

ASIC INFORMATION
ere isn't much to do at the Mountain Waycasde. You meet people there
- use It as a waypoint while crossing through the eastern roads of Gransys.
ere aren't any stores to buy or sell equipment
r

and items, so it's no center

trade.

"'bere is, however, a Rifrsrone in this area. If you've lost pawns while
-raveling, hurry here to restore them instead of going all the way back to the
Encampment or Gran Soren.

The roads to the north are somewhat dangerous for low-level adventurers.
That route is filthy with Harpies and Goblins. Be prepared, and don't go at
night. It's possible to walk off of a cliff and do more damage
the monsters could hope for!

to

yourself than

I
I

~.
~

,~

'

VI I S I (,I

'

/....

-'

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,,

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~-.-.. -::-.~-:.-.:..~
...

..-~~.-=-:

...-~

ID~

POINTS OF INTEREST

MONSTERS

Healing Spring

Direwolves

Rest Camp

Snow Harpies

The Blighted Manse


The Blighted Manse Rear Entrance

BASIC INFORMATION
Norrhface Forest covers the entire cop section of Gransys. Though it's far from anywhere civilized, there are
several major places that are worth visiting. A poorly defended road comes up the eastern side of the region.
You aren't safe on it, but there are fewer attacks than if you stray iota the forest itself.
Direwolves plague this area. There are simply packs of rhem all over the place. Direwolves aren't that hard
to fight, and they're worth a decent sum of experience. If you're interested in leveling off of kills this is a
good place to spend an extra few minutes.

HEALING SPRING
The Healing Spring is on the western side of the forest, when the ground starts to rise toward the
mountains. Dip your feet in there to replenish health lost while fighting. This saves on herb usage and
doesn't take much extra time out of your nip.

REST CAMP

BLIGHTED MANSE

There's a Rest Camp in the valley under the Blighted Manse. Being

The Blighted Manse is a northern estate that you only need during some late

somewhat on the road, you're more likely to find rhis before the Healing

game questing. In facr, you can't even enter the estate much before then.

Spring. It's also a good way to rest, regroup, and ger your parry ready before

There is precious little

doing any northern adventuring. Return here if your people get beaten up in

treasure inside, so hold

the Windworn Valley, to the east.

off unril you're told to

The passage north of the Rest Camp is windy. You have to spring through
tbe area to make substantial progress when going against the Wind. Snow
Harpies 10' e r, attack
people

ID

the pass. Back

off and ure them toward


areas where ou can fighr
wirhou

162

.. nd being

go there. Tbe estate has


a rear entrance up in the

hills which remains locked


until you're supposed to
go there.

POINTS OF INTEREST
BanditsDen

10NSTERS
Bandits
Golems
now Harpies

BASIC INFORMATION
-astOna Cavern includes the mountain pass east of Wind worn Valley and the
aves that litter the area. Bandits have claimed this place as their own. Their
-ielee troops cover the low ground, while archers and men using ballistae

look for caves along the sides of the area. Some of these lead down while
others take your group to the top of the cliffs. The Bandits' Den is up top;
you get there from a cave halfway down rhe valley. If

= on the cliffs above. It's neatly impossible to go through safely without

starting area, that's the place to search. It's easier

ringing casters and archers. Archers are especially effective at clearing out

to

YOll

once you've killed everyone in the den.

.he troublesome Bandi rs above your parry.

LOOT
Chest (Eastern side of the lower rui ns)
Chest (Outside of the upper ruins, near the stairs
Chests (x2)(Indoors, in the upper ruins)
Wakestone Shard (On tOP of the southwestern tower)
Salomer's Grimoire (On the highest part of the tower)

MONSTERS
Brigands

BASIC INFORMATION
Get the Wakesrone Shard

These ruins are located along the southern shoreline of Gransys. The
compound musr have been quite lovely before it was destroyed because the

from a smaller rower on the

place still has some charm and a moderate sense of protection. Many or the

southwestern section of the


keep. It's easy to grab once

walls are intact; that may he why Bandits have made their home here.

you know where ro look.


Search the upper buildings for chests of treasure. There are several cheszs
the castle, and they're worth your time even if you haven't gone
for a specific quest.

HI -

10

rums

find rhe Golem's

get through the valley

Wakestone Shards are quite


valuable! Combine three of
[hem to make an itern that

saves your hero's life when your Hit Points drop ro zero.

SIDE QUESTS THAT BEGIN HERE


NO HONOR AMONG THIEVES
Begins: When you talk to Maul (After completing
Ends: Complex conditions

An Uninvited Guest in Cassardis)

(See Below)

Reward: Varies (See Below)

Maul is a Bandit that lives here in the ruins. He offers your hero some work,
and there are many ways rhat you can proceed once you've encountered rhe
gang. You are given the option to kill a rival gang of female Bandits to
the north, kill Pike (a former member of the gang), sweet talk Pike, or a
combination

of these actions.

Pike is hiding in Cassardis. Look for him along the coastal side of town. You
can convince him to rerum to rhe gang and offer up his life, or to run off
and hide. Sending him back to the gang is a way co get more experience and
credit toward your quest.
The Bandits that Maul wants you to kill are way up north, in the Ruins of
Heavenspeak Castle. There are ten of them to kill if you want full credit for
this side of the task.
Rerum when you've done at least one thing (talked Pike into corning back,
killed him, or slain all of the northern Bandits).
The rewards vary, so here is a summary for all of your options:

A TROUBLESOME

Convince Pika

12.000

8,000

20

Destroy all female Bandits

10,000

6,000

20

Kill Pike

3,500

2,000

20

Convince Pike and Destroy female Band~s

15.000

12,000

20

Kill Pike and Destroy female Bandits

12.000

8.000

20

TOME

If you're here on this quest, which you picked lip from Steffen in Gran Soren, look inside the castle ruins for
the book in question. You don't need to hassle with Maul and his Bandits this time (whether they're alive or
dead doesn't make any difference in the quest). To reach the book, follow a broken stairway that leads up co a
rower, It's inside the building at rhe top of rhe ruins.
Climb the stairs as far as you can and then jump up the damaged walls to reach che very top, That's where
the chest is hidden. Get the Grirnoire from inside and bring ir back to your contact in Gran Soren.

LOOT
Chests (x3)(In the tower basement)
Chest (00 top of the smaller tower)

ASIC INFORMATION
~ -enspeak Fort is under the control of female Bandits. You may have seen

As

e of their number in the Cursewood wilderness. They always wear red,

base

most are rather cutthroat. But, the people who live in the castle are a

also he2d up

_ t1y friendlier bunch. They don't attack you on sight unless you approach
- leader.

In

the ruins, get into the main tower and head down

to

the

en- There are a few chests there with some moderate quality loot. You can
to

the roof for another chest.

The o:arts of the castle are usually closed. Your hero has to go around a narrow
ledge ro ~tt into the building. This is a minor impediment, bur the ledge gives

s, the leader 'of the group, lives on the lower tier of the fort. She's in a

04

- rreas e

you rull access to the castle and to rhe wilderness west of the ruins. You only

I room across a srone walkway. Save the game before exploring the castle,

lose nme going around. Once you get into the castie, look for the gate lever near

oad it immediately if you bump into her. Though killing her isn't that

Ophis' chamber. You can open the gate before befriending her (just don't walk

deal, it's preferable to win her favor instead. Read the description for

into her room).

, as Thieves to learn how ro do that!

SIDE QUESTS THAT BEGIN HERE


THICK AS THIEVES
gins: When your hero talks to Betiah (in the courtyard

of the ruins)

ds: If you have dared to feed Ophis' pet Cyclops


eward: Up to 17,500 Gold, 12,000 Experience, and 30 Rift Crystals

Heavenspeak Fort isn't a friendly place if you have any men in your parry. One leader there, Ophis, attacks on sight if you
bring any men into her presence. Another leader, Beriah, is a little more easy going, but she still is more interested in
parries that have only women along for the adventure.
Bring a full group of women, or dress all of your male characters in women's cIorhing. You can find some in Gran
Soren, at The Black Cat.
Betiah is willing to give your people a chance ro prove yourselves. Talk ro her in the castle courryard, on the western
side of the gate. Accept her quest and talk ro Beriah a second rime. She gives you a him about the Cyclops' eating
habits. She says that he won't eat anyrhing except Goblin flesh. Hmm.
You can get credit for this quest by
feeding a Goblin

to

the Cyclops.

Pick up a Goblin's corpse and carry


it all the way over

to

the camp.

Another way to succeed is

to

kill

ten male Bandits throughout


the wilderness. There are
plenty of these Bandits down
sourh, near the Ruins of
Aernst Castle.

POINTS OF INTEREST

MONSTERS

Cassardis

Goblins

Encampment

Seabirds

Unusual Beach

BASIC INFORMATION
Seabreeze Trail is the first wilderness area that you get to explore freely

The Goblins are more of a threat, bur only so much. They attack in small

in Dragon's Dogma. It includes tWOsettled areas (Cassardis and the


Encampment). A road runs between them, so it's almost impossible

to

get

lost even if you're walking around at night wirhour a lantern.


There are Goblins in the hills above the beach. Down by the water there are
only occasional Seabirds, and they're no monsters. The darn things By away at
the first sign of danger. The most they're good for is target practice when you
have a quest to kill them.

166

groups, hassle people on the road, and die with a good arrow

to

the head.

Use them to level up before going to explore elsewhere in Gransys. Tbe easy
fighting earns your hero experience, a Iirrle bit of money from the chests the
Gobli ns sometimes guard, and poses little to no risk.

First Floor

Second Floor

Third Floor
First Level
Underground

'~~~''''-~

Ogre Bone

1111

'~

,.,j!1

10%

Coin Pouch

35%

Obliteratrix

15%

Over-Knee Boots

10%

ChimeraStralegy
Vol. 1

20%

Restless Earring

5%

Harspud MUk

25%

Coin Pouch

30%

Jewel of Toxicity

Argence

30%

Lupine Veil

'" 100%~1" I:

mrtm.4'"
Coin Pouch

25%

Red Leather Cap

35%

Silver Ring

15%

Scale Greaves

25%

"

Mushroom Potage

now-curts & cursses

Red leather Glove

25%
30%

Llrge Coin Pouch

40%

Assembled Sleeves

15%

40%

large Coin Pouch

30%

Sooenng Wne

15%

Cockatrice Strategy
Vol. 2

20%

1-5:illz-"

45%

l~"m

10%

Feather Cape

35%

i
I

!
I

~1I,,;rrf!lil
100%

I..
feather-Light Pelta

50'10
35%

""" ...
15~.

Scalding Razors

15'1

Red Leather Hood

35'"

Gnevous Horns

100%

Griffin Strategy Vol. 1

20%

Slk

40%

s-ene-Moss Poultice

40%

t IBronze Sabatons
, IBronze Gauntlets
IOrrewolf Bow

15%

,I
I

II

(ITil "W,3,n f:'

I,"
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65%

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II'
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35%

Harpy Cloak

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Coin Pouch

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20%

Chain mail Skirt

Isurcoat
IScate Coat

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5%

20%

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QllEST (,PIDE

AREA ENTRANCES

m. To The Shadow Fort: First Level Underground

D To Devilfire Grove

tJ To The Shadow Fort: First Floor

m To The Shadow Fort: First Level Underground


m To The Shadow Fort: First Floor
Eli To The Shadow Fort: First Floor

G> To Frontier

m To The Shadow Forr: Second Floor

II!! (Small Character

Only) To The Shadow Fort: Firsr Level Underground

(Small Character

Only) To The Shadow Fort: Firsr Floor

To The Shadow Forr: First Floor

m To The Shadow Forr: Third Floor

a To The Shadow Fort: Second Floor

(J To The

Shadow Fort: Third Floor

1m To The Shadow Forr: First Floor


D To The Shadow Fort: Third Floor

(J To The

Shadow Fort: Second Floor

I To The Shadow Fort: Second Floor

To The Shadow Fort: First Floor

fD To The Shadow Forr: First Level Underground


Im- To The Shadow Fort: First Floor (Srarion Room)

III To The Shadow Fort: Second Floor

LOCATIONS

IMPORTANT ITEMS

(9 Slot

for Shadow Forr Lever ro

open From Gate


~

Front Gate

m Ladder

to

Roof of Station Room

Commander's Antechamber

WANDERING NPCS

MONSTERS

Bars

Cyclops
Goblins
Hobgoblins

168

Caverns

II1\l To The Shadow Forr: Third

Floor

Shadow Fort Lever (Opens Front Gate)

_-\SIC INFORMATION
'hadow Fort is a well-placed fortress that protects the southern areas of
'rs from Goblin invasion. The duke's men have held the area for quite
some rime, but probing
attacks have weakened it of
late. You mighr be called
upon to aid the keep in a
time of need. If and when
that happens, come with

chen:

You

re ,000g ro be more than a few Goblins to fight.


e no reason ro explore the Shadow Fort before quests call on you to

do so Then: isn'r much accessible territory ro examine at first, because the


duke's men don't let anyone through. It's locked up tight earlier in rhe game.
Escort quesrs frequently ask you to come to the Shadow Forr, bur you get
credit for stopping outside the gates. There's no reason ro poke your head in
(except perhaps ro satisfy your curiosity).

fire. Goblins hate fire, and

'OMPLETING A FORTRESS BESIEGED


IS

is the quest, acquired in Gran Soren, which opens the Shadow Fort.

. to the guards when you first enter the area, and then continue into the
-npound. A hole leads from the outside of the fort to a storage cellar on the
-sr Aoor.This hole is on the western side of the main yard. Walk from there

the end of the tunnel and then jump to the rap. Loot the room above if you
ce, but be ready for Goblin attacks.

The main courryard is underneath your characters. Two Cyclopes and a bevy of
siege weapons protect the area from your advance. Walk back down the steps of
tbe building and leavevia the main door. Jumping down causes your parry to
take tOOmuch damage.
A strong team can light their way through the courryard, but a clever team
can leg it instead! The building with the hidden lever is marked on your map
now. Ignore its main door, and instead run to the far side and climb up rhe
ladder as fast as you can.

~ iblins and their Hobgoblin cousins attack once you're inside. Always warch

c stairways and narrow corridors that lead between rooms. If you have a

Jump down through the


broken roof and break

curdy character, block these chokepoints. It's hard for the Goblins to use

open the barred dnor from

heir numbers against you when you're wedged in a doorframe.

the inside.
If you choose to fight, hang
back near the front gate
and lure the Cyclopes over
to your party. Fight them where there isn't much ranged support. The farther
the brutes have to walk before fighting, rhe higher the chance they separate.
You can also climb the opposing wall via a ladder and assassinate one of the
siege Goblins that are shooting a fiery ballista. Use tbe siege weapon to try and
kill some of rhe enemies in the yard (or rhe enemy siege troops across the way).
However you do it, get to
the building on the side of
the courtyard. Push your

TO OPEN THE GATE

way in and slaughter the

Climb the Stairs ro rhe roof of the fortress and fight the Goblins that ambush your
people. There is often a sudden attack as you get to the roof so have a shield at
the ready if you're a defensive character. Weaket heroes should send the pawns
ahead to trigger the ambush.

Goblins in the next couple


of rooms. The building
proves to be a jail. KiII the
Goblin that's occupying the
last cell and search both chests in the jail. One holds treasure, and the other

The map has a spot marked as your next objective. A mechanism is there, and
it controls the main gate. Goblins don't look very smarr, but their appearance is
deceptive. They're actually

has the lever that you're seeking.


Take the lever and leave the jail. Run back to the first section of the fort and
get on the roof again. Install the lever and use it.

rather clever. The Goblins


here have disabled the gate
by removing its lever. You
need to find it.

REINFORCEMENTS

HAVE ARRIVED

The Captain and his men come through the open portal in force and arrack
the Goblins ferociously. Come down and belp them kill as many of the
creatures as you cao. After many have died, the Goblins' leader opens the
doors to the northern building.

e-,

~.

"" -.

I'J:'

~.~

Use the other side of the roof

~~~

to

get back down

to

the chieftain. He's on

the second floor, but the way to his room from the ground floor was already
collapsed when your team entered. The only way to get

lieep the l[aptain ltlUve


JJf the 1CaptQ[n[s killed during this time, you

set

team up to knock their leader out. He's tough for what he is, bur he can't

partial credit

survive a four-an-one encounter. Surround the leader and attack while he


worries about your pawos. If he faces your hero, hold him off while your allies

to keep 1B0biins and J6obGoblins from GettinG

eat through his health from behiod.

past tile tine of defenders during t~e enGaGement. ['bey keep


boilinG out of boles in tbc courtyard tbrougbout

r;

iImo~ll!Qi.lm:gJl:iXIl8X1l8Sllolo6i

tbe battle.

I!

~lB8l~UggUK;

:.I

!sir
.~

_.,

,~

him now is from

the roof. Come down, kill his Goblins and Hobgoblins on the way, and then

for tbe quest but fuil the Greater obiectioe. Vo ""eryt~inG


possible

to

.=-""'_

....",.

Take advantage of this; siege the chieftain's headquarters. Trash the front
room and start making your way up to the tOp of the fort. Another Cyclops
protects the roof. His ballisrae-wielding Goblins aren't able
if they're still alive, because rhe devices can't turn far enough

to

help him, even

to

shoot anyone

on the roof behind them.

The chieftain stops to gloat once he's badly injured. Listen

to

his words, and

then watch him flee. Talk to the Captain back in the courtyard. Take a second
to

Kill these pesky foes and then work on the Cyclops when he's by himself.
You've already killed plenty of these enemies before, though this one is
extremely well armored. He takes many more hits because your weapons
bounce off of him so often. Mages are a major boost

to

your damage Output

because of that. Melee troops should instead keep the Cyclops on the ground
for as much of the fight as they can. He can't do much damage from rhere.
As usual, attacking the feet is a good way

to

trip the Cyclops. Always

shoot/hack at the same foot so that its shackle breaks and leaves the area
unprotected. The armored Cyclops takes longer
but he still dies eventually.

170

to

kill than most of his kind,

enjoy your success, and then return

to

Gran Soren.

First Floor

First Level
Underground

Second Level
Underground
MONSTERS

AREA ENTRANCES

o
o
o
o

e
e

Cyclopes

Hobgoblin,

To Barta Crags
Ladder To Soulflayer

Canyon:

Ladder To Soul Bayer Canyon:

Phantoms

First Level Underground

Snow Harpies

First Floor

Spiders

Sulfur Saurians

Slope To Soulflayer

Canyon:

Second Level Underground

Ledge To Soulflayer

Canyon:

First Level Underground

Ladder To Souillayer

8 Ladder

o
o

To Soulflayer

Slope To Soulflayer

Canyon:
Canyon:
Canyon:

Firsr Floor
First Level Underground
First Level Underground

V
Terminal Gyre

"45% ii'

Secret Softener

Almace

15%

Giant Coin Poudt

Animistic Robe

40%

Cockatrice Strabgy
Vol. 1

7%

Goddess Cameo

6%

Plain Longbow

Argence

35%

Bastard Sword

Tripi, Tooth

100%

Giant Coin Pouch

Saurian Tactics Vol, 2

To Cursewood
Thousand Strings

AREA LOCATIONS

seanet Cap'
Chimeric Half Plate
Crowned Hood

cm.Leaper's

Ledge

IMPORTANT ITEMS
CD Fifth

Journal

49 Saurian

Tactics Vo!' 2

CD Cockatrice
4D Parcels

Entry

Strategy

Vol.

BASIC INFORMATION
Soul Bayer Canyon has rwo

Loot rhe chests in the open area and then climb a ladder across from your

entrances: one in the east,

tunnel. More Snow Harpies arrack at the worst time. Once they're triggered,

and one in the wesr. You're

you can climb back down co fight them in the open. It's easier than dealing

more likely co find the

wirh them while you're on the ladders!

easrern entrance firsr while


exploring Cursewood.

A chest is on the narrow ledge above your position. Loot it and continue climbing
co the cop of the room. There are even more Snow Harpies and Hobgohlins

The dungeon acts as a


moderarel y useful shortcut

CO

kill

ar rhe summit. They guard a chest with the Fifth Journal Emry.

between these areas, making ir easier to jump over


co Greatwall as opposed co walking through the
mountains.

Coming through rhe eastern entrance, you are


quickly beset by snow Harpies. They befoul
rhe dungeon and ate a common sight. Walk co
the edge of a grear pit and look around. There
are herbs

to

the right, and a rickery ladder

leading down.

Don't fight near the edge of the pit. There are tOOmany ways CO faU in and die.
Get around co the rear of your enemies and force them into the pit instead.
The parh soon divides. A
northern splir lets your
group out from the wesrern
exir of the dungeon. Do
rhar if you wanr a breather
or are simply passing
through SoulJlayer Canyon
Spiders are below, and more Harpies are watching. Use ranged attacks co keep
the skies clear. You can't afford co be picked up in this area because your hero

The orher path exrends OntOa rocky bridge where a Cyclops guards the way.

might end up fulling way tOOfar after breaking free.

Kill aU of rhe Harpies and Hobgoblins before Stepping foor onco rhe bridge;

Prorecr your ream while crossing the bridge below and listen for the growl

you don'r want addirional hazards while fighring rhe Cyclops!

of Saurians. The ones at the bottom of [he route are Sulfur Saurians. They're

Ranged arracks are a godsend yer again. Hit rhe Cyclops from a distance and

tougher, deal more damage, and have Phantoms nearby co support their

either force him all the way co your cave (where it's wider), or kill him where

artack. Hold back to keep the Phantoms out of the fight. Pound the Sulfur

he stands. It's win-win for you.

Saurians with knockdowns and ranged attacks, and then deal wirh the

The remainder of the

Phantoms.

northern roure just takes

Look for a cave of Hobgoblins on the other end of the great ledge. It's

you back

somewhar hard co see, bur rhere isn't anywhere else co go. Porions,

entrance. This is a quick

mushrooms, and common loor are allover the den.

near rhe mouth of the runnel. The Phantoms don't maneuver as well, making
rhem easier co hit. Also,
cluster your pawns so that
no one gets picked off by
their possession arrack.
Slap anyone Out of it if
[he Phantoms latch on,
otherwise

CO

the easrern

path with a couple of

The tunnel opens again, and more Phantoms wait. Take your time and fight

you're going

lose a pawn!

172

to get to the west.

to

chests, bur ir's sadly a


one way trip. Going from
west to east is several

rimes faster rhan the reverse. That's JUStsomething to keep in mind if you're
heading back co rhe capital from the wesrern lands.

AREA ENTRANCES

AREA LOCATIONS

Royal Surc:oat

2%

Ardent Will

10%

Jewel of Silence

30%

Font of

FORAGED ITEMS
MONSTERS
Gold Ore

-----

Herbs

Books

Fufigin Ore
Draconian Strategy Vol. 2
ImDenal Acid

Silk
Argence

Or.

Tan.red

Saurian

Goreclurnera

Hammca

Flowers

GtO

Hell Hour-dv

Spiders
:::MalC=.':_"

-'

Succubi
'In Grand Hall

2%

Steel Cuirass

consnnnon

20%

_':

~~--,-,~---,<~-,~--.~
--:::-::~
-::'T:--:-:-. ~:-.:-~.
=r=:
QI I S'I

ct

1./

-.~~- ..~---.<~~-<~

~-

--.~

--..~--<~~

-_

..
~--::-:::----<----<~-<--.-.-~-.<~-_---><-

-::-:;:::-:;:-:::-~~~ :::::-:-_:;;;..- ~_::- -::-:-:. =-:::: ::::.:-:=- ~

--::::;:-:::- ~~:;<

=r= ~

'/r

_,

=-::-= -::'":-:-:_~
=r= -=:-_

--.---.,----o<---.---><~
-.

----=-:- .. -:;:",--;;:' ~

-:::;_z-;-=- -:::~;7._

IDE

BASIC INFORMATION

THE DRAGON'S DOMAIN


The path eventually opens

The Tainted Mountain leaves everyone with a feeling of dread. Yom pawns
starr doing the "We're at the end of our journey" talk, and that tends

to

be

cause for concern. And, indeed, the monsters here are some of the fiercest in
all of Gransys. Dying is always a possibiliry.

into a wider cavern. A


passage

to

the east leads

to

a pit. Grab the contents of


a chest from there, and then
return to the main room.
A trio of Geo Saurians
blocks the primary exit.
They're sleeping, and you can still vanquish them as long as you don't take
up much space while fighting each one. If you have a melee weapon, use
heavy attacks from the rear

to

sever their tails early on, Due to the creatures'

high health, anything that you do

to

expose them

to

more damage is

worthwhile.

The larger room ahead is guarded by a flock of Succubi. Kill them before
descending to the lower paft of the chamber. There are new enemies below
and you don't want to fight everyone at once. Kill the Succubi near the top,
and then use the area on the left to get down. Hell Hounds stalk the floor.
They fight like Wolves, but have massive damage potential. Protect yourself
against fire, if you have the means (e.g. Fire Affinity, accoutrements with fire
resistance), and use attacks with high burst damage. Though powerful, Hell
Hounds have relatively low health and can be slain before they spew fire all

Before you've walked far down the initial path, a Geo Saurian attacks. These
lizards have so much health that even a single one of them takes a while to kill.

over your party.

Have your group keep the geo Saurian knocked down the entire time. They
don't weigh much, so that's not hard

to

do if you have any decem melee folks.

Turn toward the next cave and go inside. A new type of Harpy is there. They

their damage out of the fight as soon as possible. The smaller the pack, the

and disabling your party. Knock it out of the sky and beat the beast down.

easier it is for yom healers to keep up with incoming damage.

Succubi, though stronger than Harpies, are still awful on their own. They
need a pack to be a real threat.
More Succubi and Geo Saurians are below. As long as you advance slowly,
there aren't many things ro fight at the same time. Lure the creatures back
your gtOup and maintain the four-on-one advantage as long as possible,

,1
174

Should you have problems, attack individual Hell Hounds so that you knock

are called Succubi, and they're still flying monsters that rely on dodging

to

THE GRAND

HALL

hall bends through the southern reaches of the area, connecting the
revious antechamber wirh the Grand Hall. Spiders cover rhe floor of the
'ullway bur do little to impede your progress. However, that sound ahead is
.rnerhing large. Something quite fierce. Recall the fight thar the
rsr hero had in the beginning of the game? It was in the
ext room, with a Chimera.
ell, now it's your hero's turn, and the Chi meta is
'gger and meaner than ever. As soon as your parry
nrers the Grand Hall, this Gorechimera attacks.

Search the room for treasure when the fighting ends. There are ,
open until both of them have been fully locked in place. Step rhr

r' To proceed, have your people stand on rhe pressure plares near the door. The door doesn't
r into the Tainted Mountain Temple!

AREA ENTRANCES
~-=~~~~~~====~.}=~======-==~============.~"

D To the Tainted

Mountain Temple

8 Ballisra
MONSTERS
The Dragon

BASIC INFORMATION
There's a very big Dragon here. Bur you're faced with a lot more than a
ritanic foe. The first test is what you plan co do about the siruarion irself
This Dragon is nat a mindless beast; it has a cold and calculating mind. You
have to Iisren to its sin ister offer and ponder the ourcorne carefull y. Both of
the paths offered have great consequences for all of Gransys. Don't rush co
choose umil you've really thought about your decision.

III
Molten Boots

Champion's Bangles

100%

100%

Peak

Crossed Cirquedea

14%

Threaded Cudgel

14%

Saving Grace

14%

Cyclops Sigi!

14%

Chilling Razors

14%

Unfettered Claw

14%

Solar Providence

14%

Dragon Knight's Cloak

2%

I
I

Stalwart Earring

Dragon Band

176

Dragon's Den

14%

Angers Sanctum

14%

Stalwart Bow

14%

~oble Limbs

14%

Herald's Helix

14%

Dragon Band

14%

Flame Skirt

14%

Dragon Knight's Helm

2%

100%

100%

HE CALL OF ACTION

Approach the Dragon and answer its question with a "Yes." After a brief
scene. you must flee the cavern. Let's call it a tactical withdrawal. Follow your
pawns and dodge

Spoiler lllert!
(,d/llfA(ti'm represents the culmm.uion of the main
It you wish to avoid spoilers. avoid reading

vline

information

below until you are ready ro complete

1 <jllt";l

u believe in human will or think that no one should be sacrificed, this is


~ right thing for you

to

do. You may even be angry at the Dragon for what

done and don't wish to enter a devil's bargain with it. No matter. It's time
t

YOLI

make your voice heard!

to

the side to avoid the collapsing pieces of the ceiling.

don't need to lead the attacks


very much; tlie bailistae's
bolts fly fast and true, so

Killing the Dragon concludes the main story, but you have the option to
continue the legend of the Arisen. When the credits close, you return

to

Cassardis. There are new quesrs to explore, including A War", Welcome. Thar
quest is a continuation of the events that just took place.

THE COMPROMISE
If you choose not

to

fighr rhe Dragon, the screen goes white and a scene

plays. Your game ends soon afrerwa d, and you won't have the chance

to

save.

Its entirely possible to wacch chis scene and chen "Retry" so that you can
watch both endings.

POINTS OF INTEREST

MONSTERS

Bloodwarer Beach

Cyclops

Conqueror's Sanctuary

Goblins

Healing spring

Hobgoblins

Traveler's Camp

Phantoms

BASIC INFORMATION

HEALING SPRING

Verda Woodlands covers a large chunk of southwestern Gransys. From its

The Healing Spring on the western side of the woodlands is extremely useful

name, this sounds like a forested area, but rhar's somewhat of a misnomer.

for travelers. There aren't many places to relax in southwestern Gransys, with

Verda Woodlands includes forested territory, some open plains, and even hills

the Rest Camp of Devil fire Grove being the only other option. The Healing

on its western edge.

Spring is free, and it's fairly close to areas with a heavy monster presence. Come

Fighting is commonplace while exploring the area. Goblins and Hobgoblins

here after battling Cyclopes and Hobgoblins, or even the Drake in the grove.

are the most common attackers, though nighttime explorers are going to
stumble across Phantoms as well. They're immune to physical damage, so
avoid rhis section at night if you don't have good casters.

CONQUEROR'S SANCTUARY
A large clearing in southwestern Gransys has been seized by Goblins and

TRAVELER'S CAMP

their larger allies. This location is called Conqueror's Sanctuary, and it


looks like a crude gladiatorial pit, which is almost what it is! The Goblins

You don't find much in the Traveler's Camp; it's an abandoned tent that's up
in the hills above the Conqueror's Sanctuary. You can't loot much treasure
there, and nobody is staying there either. It wouldn't be good fot their health
if they did; the Goblins have completely taken the region.
Still. corning here once
is good for explorers and
achievement hunters.
Every location that you
find counrs toward the
three exploranon Trophies!
Achievements.

180

mercilessly attack anyone who tries to come through the valley.

There are multiple escort quests ro take people through the sanctuary and
"ward ro Bloodwarer Beach, so you have

to

clear this place out a few times.

The worst of it is that you can fight as many as tWOCyclopes here at the same
me. They attack along wirh any Goblins that are nearby, making it quite
rd

to

win the day. That's even nastier if you're trying

to

protect an escort

- well.

Or, you can save before coming into the sanctuary and reload instantly if one
of your escorts isn't going

to

make it. That's a faster method, but it's a bit

more stressful roo. You make the call!

BLOODWATER BEACH
- s better ro come here ahead of rime, kill the Cyclopes and rhen run the
ort missions right afterward. The Goblins come back quickly, but rhe big
_J)"S

don't. They take much longer

to

reappear.

Bloodwater Beach is a little slice of sand in the middle of nowhere. Though


a couple people ask
you

to

take them there,

it's otherwise

hile doing this, climb rhe sourhern hill and trash anyone who is using the

quite

unremarkable. There aren't

lisrae up there. Those siege weapons do high damage and make it hard

any monsters in char exact

pass through the valley without getting your people hurt. If there are

area, and there isn't any

cill enemies below when you're up there, use the ballisrae for some target

impressive treasure either.

racrice, Fun, fun!

Getting

to

Bloodwarer Beach is the only tricky patt of the affair. You have to

get to southwestern Graosys. From Cassardis, this means walking north up


the road, west inro the general area, and then fighting through Conqueror's
Sanctuary in the far west. Gran Soren travelers can cut through the Ancient

Quarry

POINTS OF INTEREST

MONSTERS

Eradication Site

Bandits

Ruins of Aernst Castle

Goblins

Witchwood

Hobgoblins

Saurians

Wolves

to

save time and make it to the beach at least as quickly!

-~- -~~ .~.~ ~ '-.~---~"~~:.-0-=-:-----.


<./1 I

'-I (,I

:-_-__=--:---:-~~

-=-.-:--3:':-~:-:-.'

--~---;-:.---'-.--:--:~-.

~'~... -'~:

~--::-~-:::.-:::-:-::--::-.-~

IDI

POINTS OF INTEREST

MONSTERS

Bloodwacer Beach

Cyclops

Conqueror's Sanccuary

Goblins

Healing spring

Hobgoblins

Traveler's Camp

Phantoms

BASIC INFORMATION

HEALING SPRING

Verda Woodlands covers a large chunk of southwesrern Gransys. From ics

The Healing Spring on the western side of the woodlands is extremely useful

name, chis sounds like a foresced area, buc char's somewhac of a misnomer.

for travelers. There aren'c many places co relax in southwestern Gransys, with

Verda Woodlands includes forested cerricory, some open plains, and even hills

rhe Resc Camp of Devilfire Grove being the only ocher option. The Healing

on irs wesrern edge.

Spring is free, and it's fairly close co areas with a heavy monster presence, Come

Fighcing is commonplace while exploring the area. Goblins and Hobgoblins

here afrer battling Cyclopes and Hobgoblins, or even the Drake in the grove,

are che mosr common attackers, though nighttime explorers are going co
stumble across Phanroms as well. They're immune co physical damage, so
avoid rhis secrion ac night if you don't have good casters.

CONQUEROR'S SANCTUARY
A large clearing in sourhwescern Gransys has been seized by Goblins and

TRAVELER'S CAMP

their larger allies, This location is called Conqueror's Sancruary, and ic


looks like a crude gladiatorial pit, which is almosc what it is! The Goblins

You don't find much in che Traveler's Camp; ir's an abandoned tent that's up
in che hills above che Conqueror's Sanccuary. You can't looc much creasure
chere, and nobody is scaying rhere either, Ic wouldn't be good for their healch
if they did; the Goblins have completely taken the region.
Scill, coming here once
is good for explorers and
achievement hunters.
Every locarion chat you
find counrs coward che
rhree exploration Trophies/
Achievements.

180

mercilessly attack anyone who cries to come through the valley,

-,ere are multiple escort quests to rake people through [he sanctuary and
ward

[0

Bloodwarer Beach, so you have

[0

clear this place our a few times.

re worst of it is [hat you can fight as many as two Cyclopes here at the same
me. They attack along wirh any Goblins that are nearby, making it quite
...,.d to win the day. That's even nastier if you're trying

to

protect an escort

well.

Or, you can save before coming into the sanctuary and reload insranrly if one
of your escorts isn't going
more stressful

tOO.

to

make it. That's a faster method, but irs a bit

You make the call'

BLOODWATER BEACH
ts better
=0([

[0

come here ahead of time, kill [he Cyclopes and then run the

missions right afterward. The Goblins come back quickly, but [he big

.,.uys don't. They take much longer to reappear.

Bloodwarer Beach is a little slice of sand in [he middle of nowhere. Though


a couple people ask
you to take them there,
it's otherwise

quite

\\"'hile doing this, climb the southern hill and trash anyone who is using [he

unremarkable. There aren't

ballisrae up [here. Those siege weapons do high damage and make it hard

any monsters

-0

pass through [he valley without getting your people hurt. If [here are

srill enemies below when you're up [here, use [he ballisrae for some target

in that exact

area, and there isn't any

impressive treasure either.

:-,racrice. Fun, fun!

Getting
get

[0

to

Bloodwarer Beach is [he only rricky pan of [he affair. You have

southwesrern Gransys. From Cassardis, [his means walking north up

[he road, wesr into [he general area, and rhen fighting through Conqueror's
Sanctuary in the far west. Gran Soren travelers can cut through

Quarry

POINTS OF INTEREST

MONSTERS

Eradication Sire

Bandits

Ruins of Aernsr Castle

Goblins

Wi[chwood

Hobgoblins

Saurians

Wolves

to

save time and make it

to

the Ancient

the beach ar least as quickly!

to

LOCATIONS

IMPORTANT ITEMS

CD Locked Door (Needs

Watergod's Altar Key)

Watergod's Altar Key (From Cyclops in Offering Chamber)

Slot needing Watergod's Altar Lever (Lowers wooden bridge)

CD Watergod's

Offering Chamber

,CD AItar Slate

CD Pressure
"

Plate ro lower water level

Water's Bottom

G)

Altar Slate

Altar Slate

G)

Altar Slate

$ Altar

Altar Lever

Slate

MONSTERS

Bats

Skeleton Mages

Cyclops

Skeletons

Rats

Sulfur Saurran

Saurians

Specters

BASIC INFORMATION
Until you're sent ro Watergod's Altar for a quest, this dungeon is easily

The dungeon is located in the valleys beneath the Mountain Waycasde.

missed. It has an extensive amount of treasure, bur the place is so our of the

That's the closest landmark in the wilderness. Starr there and explore the

way that your party passes it without noticing anything.

Goblin-infested regions below. One of the small western valleys leads over to
a waterfall. Watergod's Alta: is there, beside the falls.

A fair portion of rae dungeon can't be unlocked umil


through the dungeon

to

make i; easier

to

YOll

complete several steps. We rake you straight

understand.

THEENTRYWAY
Walk down the natural cave that leads into the dungeon proper. Bats attack, so stop ro kill them before you continue. Look for herbs along the sides of the
tunnel because this dungeon has quite a few of [hem to gather.
When the passage divides, rake the route on the tight
(the runnel ahead soon comes ro a dead-end). Kill Rats
in a small srorage room and walk a bit farther north
until you teach a junction. The small rooms ro your
west have Skelerons and treasure. There's a tidy stash
of money there, so rush into the rooms and kill the
Skeletons while they're rising. You can destroy
almost the entire group before they have a chance
ro defend themselves.
The main route has another junction just a bit farther
north. This one is strange because there are ladders
everywhere, a switch to pull, and a murky pool of
water ahead. You need to find a lever before you can
use that switch.

184

To pass through the room, take the western path around the edge of Water's

~DING THE LEVER

Bottom. That gets your people into the Offering Chamber. If you're working

the western ladder down into the darkness. At fitst you only hear Bats

on The \fIalergod'J A/tay fat Set Maximilian, that is where you find Brother

shadows below, but many Saurians ate close by. Sever their tails with

Jean. The room also has a bit of a Cyclops problem. He's of the unarmored

or weaponry, or bold back and kill them at range with fire and missile

variety, so it isn't

tOO

hard

kill him. There is plenty

-ons. A door opens after the first group falls, and another cluster of

to

nans comes forward.

of room to maneuver,

so hold back and fight


defensively if you're
having trouble.
Loot the room's treasure
chests and then ret teat.
There isn't much more

to

do here at this time. The water levels are tOOhigh for

you ro explore the side tunnels.

LOWERING THE WATER LEVEL


It seems like there's still a huge number of rooms in the dungeon that you
can't reach. Let's do something about that!
When you kill the Cyclops in the Offering Chamber it drops a gem called

"rap rhem in the doorway co their chamber. They can't attack rogerher,

. aking it easier to hit them with area of effect weapons while defending your

the Watergod's Altar Key. Head back across the bridge you lowered and head

.roup from their strikes.

east

"hen they're all dead, search the room that they were guarding. You uncover
"Tloretreasure, including gold and a number of chests. One of those chests has
the Watergod's Altar Lever.
Take it and bring it

CO

the

main floor above. Attach it


to the switch and use that
CO

create a bridge. Your

group can now cross the


water

[0

the north.

WATER'S BOTTOM
AND THE OFFERING CHAMBER
Ranged weapons and spells are a boon in the next room. Saurians and
Skeleton Mages are the defenders of the chamber. They are all tough to
kill because your party has to fight on narrow ledges. If anyone is knocked
off, they immediately plunge into the water below and then return

to

the

beginning of rhe room.


The easiesr taeric is

to

hold back and use ranged attacks until everything

is clear. Otherwise, you have

to

jump across the gaps to teach the Skeleton

Mages and kill them. Attacks that knock enemies around are quite effective
because you're able

to

are being troublesome.

throw enemies into the water. Do this if any of them

to

a wall that has a socket in the middle of it. Use the Watergod's Altar

Key here

to

open the way!

_:_- ~

r.

,ow

~.~ -~

~::::=

_;

.o_

_._

--==..

,'

---=---- ---::::::::=--.z=__

'

-.....!._~~_

..

-.--:.:___
'_.

......

'

".

_ ....

44

_ ........

./

-~

-=:--

-~~

_._.

_'.

__

_,'

...

~-=----.:::=- -==
_~.u
,L

_.....

'''-_''

~,

...

"

....

'-

-:;:::::- -:Z::=_~~-~---=:::=
~ ..'.' __:::_,__
_ ........
.._.__ ~...'.
c-:

'

--=-..~

0_-;;'"

-.:=:::_--_;;.'

':"

VI 1'1 (,I IIlI

There are Bats and a Sulfur Saurian in the next room, Fight them by

Take the fighr slowly and watch to make sure that no one is being possessed,

attacking the Saurian from behind until his rail comes off, He's easy to trash

Smack any Specter that latches onro your characters, or walk over to your

after that, The bats are a joke to your parry by this point. Loot the room's

pawns if your hero is snagged. Tbey smasb the Specter off of you before death

lone chest and take the stairs that lead down,

sets in.

Another Sulfur Saurian cries to Stop you; he's having a laugh, Kill him in the

Kill everything before you search for loor. The side chambers and chests get

stairway or lead him back

you a huge amount of treasure, and there are special slates to gather as well.

to

the top, There is a huge fight in the next room,

These are needed if you're working on The Watergod's Altar (for a later stage

and you don't want to drag the Saurian in there,

of the quest),
The stairs take your group into a room of dirt and herbs, Though me place
is clear ini tiall y, stay on your guard and use "Assist Me" to get the pawns
interested in buffing the party. Fire or Holy Affinity help quite a bit io the
next fight.

Skeleton Knights and Mages claw their way up from the dirt around your
party, Stay close to your pawns so that the Skeletons can't swarm any single
member of the group, Attack the casters first because they're easier ro kill and
can hit your people from long range, making it harder

to

protect everyone,

Loot the dirt room and look for a small side passage, It ends with a pressure
plate, Step on mat

to

drain the dungeon's water levels. An entire lower floor

is now exposed!

SEEING ALL THERE IS TO SEE


Climb the stairs and use the northern exit

to

reach me new basement. Those

stairs were Hooded JUSta moment ago, but now they take you inca a series
of large rooms.
Undead creatures
(including
Skeleton Mages
and Specters) fill
the halls.

186

n you're done looting the lower floor, take the northwestern exit. A
ps is there, on some ledges that look out over the water. Fight him or

me creep over to the edge and push him into the water, which gets you
romaric kill and full experience.
runnel ends with a ladder that takes you back up to the Offering
ber. You can leave the dungeon or continue exploring. In all, there are
Altar Slates, and you want to get them all (at some point).

POINTS OF INTEREST

MONSTERS

Abbey

Deer

Prayer Falls

BASIC INFORMATION
The Wilted Forest is a pleasant part of the Gransys wilderness. There aren't
many enemies there, and you can get in some great sightseeing. Deer are
more common than monsters, and you occasionally bump into treasure chests
that are unguarded. Herbs are also plentiful!

TALENT IN BLOOM

ABBEY

Begins: Talk to Quina at the Abbey (If you've already escorted Quina to the Abbey
and after meeting the duke)

The Abbey is a small point of solace in the middle of the wilds. West from

Ends: When you give a flower to a person of your choosing

Gran Soren, the people who worship here decided to build a temple that was

Reward: 15,000 Gold, 10,000 Experience, and 30 Rift Crystals

really out of the way. They don't have any goods or services to offer, so you
don't need

to

come here often. It's more of a place to visit, look around, and

chen leave.

If you completed Venture Forth and rook Quina

to

Prayer Falls, she stays at the

Abbey afterward. Seek her there after meeting the Duke, and agree
with her healer training. She gives you a Bower and asks you
Not far away, to rbe norrhwesr, tbere is a really beautiful waterfall. Some
to

escort quests take you out in that direction, so make sure to discover both

to

to

help

find someone

take it before it wilts. You get credit for giving the flowers to anyone

special, and you improve your relationship with the target individual.

sites if you're already in the area.


It's even possible
If your party loses a pawn while figbting in tbe woods, come

to

the Abbey.

There is riftstone in front of the building, and you can regroup and get your
pawns back up

to

speed.

to

give the Bower right back

to

Quina (for a full reward).

This is the fastest option, and it's doubly useful if she's a person that you'd
like your chatacrer to get closer to.

If you take more than two days


don't go back

to

to

find someone

Quina, This causes the quest

to

give the Rower to, then

to

fail. At that point, the only


way to succeed is to hope

Visit Quina and Clams at the Abby. Clarus is man of the cloth. He wants a
Pilgrim's Charm, and you are JUStthe hero to get it for him. You can find
one free of charge our in the Catacombs, bur rhese can also be purchased

that one of your pawns

from Fournival in Gran Soren, and that's a very quick way

eventually comes back from

experience. It's all about

another world with a nonwilted version of the Rower.


Good luck'

YOll[

to

snatch some

party's current finances.

If you go to the Catacombs, look fat Quina there. You get the option to send
her away or ro escort her through the dungeon. Raise your affinity with her
by escorting her through the area.
After you get the charm, bring it back to Clarus. The rewards for the quest

A PARTING GIFT

vary slightly. You get twice as many healing items if you take the time to

Begins: At the Abby after you've finished Talent 10 Bloom and before you accept Deny Salvation

escort Quina. The experience and gold that you receive aren't affected.

Ends: When you get Clarus a Pilgrim's Charm


Reward: 10,000 Gold, 6,000 Experience, 20 Rift Crystals, and a healing item

PRAYER FALLS
Prayer Falls is on the western edge of the Wilted Poresr, It's a section of
water that descends into the north-running

river that marks the end of the

woods. Monsters to the west are much stronger, so be careful not ro take an
inexperienced party past the falls.
You don't find many people our here. There are just a few folks from the
nearby Abbey that come ro clean themselves, gather water, and pray.

LOOT
Chest (Behind the locked gate on the ground floor, south side)

Chest (High up on the ourer walls of the tower)

BASIC INFORMATION
WindbluffTower

is the duke's northern stronghold. There are many guards there, bur few of them have work for your hero. Rather than being a quest area,

the tower is more of a quest target. You're sent there from time

to

time.

Ser Daerio is on the ground floor, by the tents. He's one of the more important Knights who serve (here. The orher men patrol the walls and the grou ds, and
they do a good job.

YOLI

aren't attacked while looking around.

DE QUESTS THAT BEGIN HERE


PPLY AND DEMANDS
Talk to Ser Daerio (after meeting the duke)
"

nen you deliver a message to either Julien or one of the guardsmen


e's Demesne

Ser Daerio up at WindbluffTower

and agree ro take on this quest. You

have one week to gather supplies for Julien or ro talk ro the Captain of
_uard down in Gran Soren. It's certainly much easier ro return to Gran
but both options are fair. Here is a table

to

show the rewards for each

ur options.

',.

I 11:"2!1~.

n 5 Ambrosial Meat within one week


..uue nnoAmbrosial
~a

12,000

6,000

20

6.000

4,000

20

Meat

nswer the captain of the guard within a week

5,000

3,500

20

Juli en

3.000

1,500

3,000

r---;:soo

20

ttle captain

20

u talk ro Julien and select "One Week" your party receives five units
-.mbrosial Meat. Giving these to Ser Daerio is a good way

to

raise your

ty with the knight. That said, you can also JUStkeep the meat for your
+.

To do this, talk to Ser Daerio and cancel when the screen opens

to

band

r the meat .

. ress Ser Daerio enougb and he gives you the Key to WindbluffTower

at

end of the quest. This opens the storehouse at the fort, where you find
nice pieces of armor.
other trick in this quest is to play everyone. Give the message
Julien and Eirnesr. Go to Julien first,

to

ger the most positive

.nity with Ser Daerio, and then visit


z.mesc next,

.fONSTERS
Snow Harpies

BASIC INFORMATION
The Windworn Valley is close

to

the Blighted Manse, in rhe far north. The

road splits, with a small eastern trail leading into the valley. Snow Harpies
guard the initial entrance, but more fierce opponents lie beyond.
One obstacle is the wind that the valley is known for. This gale is everpresent, and it pushes
against your characrer as
you tty ro advance. Kill
enemies before going into
the area so that they can't
hassle you during the
tougher spots.

Then, sprinr through the wind and use Stamina-restoring herbs if you run
out of steam. Failing this, the wind pushes you back and makes it quite hard
to continue. The effect is diminished on the edges of rhe valley, but it's srill
srrong enougb

to

blow you back.

r,'

!!l
Circlet

55%

Silver Bands

15%

I
i

Cleansing Earring

15%

Oirewolf Bow

15%

I~

" iIi)/l~cit(I,

Blue Longkilt

60%

.(

Yellow Gaiters

30%

10%

Common Archlstaff

55%

Malignance

15%

Master's Merie

15%

Ruled Bow

15%

Urban Hosen

ol''''

c-

,",-

Dose of Courage

35%

Missionary's Robe

7%

Mahogany Cape

7%

Mag~~ian's
Surcoat

4%

Jewel of Health

25%

Harspud Milk

22%

_I

Oirewolf Cape

25%

Restless Earring

35%

Meniscus

I serrystone
-~

Silver Ring

40%
l!I

AREA ENTRANCES

LOOT

~==~=======-==========~~============---=~======~

D To Vestad Hills

MONSTERS

Bronze Idol (Outside of Selene's House)

UqucVim

60%

Rust,d Bow

20%

Magi::ian Crutch

20%

~ .<.
Banker's Periapt

IITo Seabreeze Trail

Boars
Goblins

40%

Common ArchistaH

10%

Silver Ring

10%

Coin Pouch

40%

AREA LOCATIONS
Wolves

BASIC
INFORMATION

, Guardian's Grave

Witchwood is located at the southern end of a


trail that leads west near the Encampmenr.

D Fog Hex (Behind

Tree)

Take the trail rhrough the mountains and then


down south through Bandit territory until you

III Fog Hex <Up in Tree on Hill)

find the woods.

Immediately upon entering the foggy area, you

Fog Hex (Up in Tree)

notice that there is something wrong with your


mFog Hex

NPCS

mini-map. Everything is covered so that you


can't see the area around your hero. Because of
this, it's tricky to maneuver around the forest.

You still have the compass directions ro help


Quina
Selene
Sofiah

190

you, bur that'S the only real tool.

DOSE

of Strength

20%

verdant Hood

40%

Wizard's Helm

15%

Gossip's Mask

5%

Gole'll Strateov Vol. 1

20%

I r,
Lady'sCorsel

l'

II
70%

Mag ck Buckler

15%

White Stoc~ngs

15%

Desrroy all 01 the glowing poinrs on the creature's body. This is most easily
accomplished by grappling the Golem and using lighr attacks on the
individual points. These amulers of power are smashed, one by one. Often,
this disables rhe Golem for a short rime. The only problem is char Golems
get very angry wben their systems come back online. If a Golem (Urns red,
rhac means thar it 's in a state of frenzy, Back off and fight defensively during
this rime. Ir's much safer than trying ro finish the creature off! Eventually the
frenzy fades, and you can go back to amulet smashing.
After you destroy the Golem, your team gains access ro a secret rome
underneath Selene's house. This takes you to a seerion of the foresr that wasn't
previously available. Guardian's Grave is at the end of it, with some loot. You
can also complere rhe Witch HUTlt quest at that time.

SIDE QUESTS THAT BEGIN HERE


THE DRAGON'S

TONGUE

Begins: After you pick up a strange tablet (after completing Witch Hunt)
Ends: Once you decipher the text on the tablet
Reward: 25,000 Gold, 10,000 Experience, 30 Rift Crystals, and a Ring

los from Wolves and Spiders come frequently, and you can't see rhern from
....ay. A few Goblins are here roo. Listen

to

Once you've completed

the reactions of your pawns. If

Witch Hunt your party has

re preparing for a fight, something has caught wind of your group. Wait
'11

out

to

full access to both sides of

keep the encounters small. Rushing ahead sometimes plops you

Witch wood. Tbere is an

a few groups at once. That's livable if you've been doing some serious

Ancient Tabler in the same

ring already, but ir often spells death for a less experienced hero.

place where you mer the


spirit, on the far eastern end

GETTING TO THE EASTERN SIDE


FTHEWOODS

of the forest. Pick that up


and take a look at ic. A traveler, by the name of Rowland, has moved into this

'Ie trickiest parr of the way east is a sunken area that your parry has to bypass.
- cross the gap, use the higher area we mentioned in the tip above. Or, walk
'" a fallen log that's at the end of the northern path. Jump off from there
_ t

area. He mentions that scholars might belp decipher the text.


Bring the tablet

to

Geffrey, ar the Gran Soren Cathedral. He directs you toward

to

Hillfigure Knoll, north of the city, Bring the tablet up there and ralk

ro the same spot.

to

the

Dragonforged. He explains whar it means, and that cornpleres the quest.


e way east is relatively straightforward after that. Another path curs

METTLE AGAINST

rough the woods, and the cabin you seek is in a clearing close by.

Begins: After completing

...YOllOgwoman named Selene lives in the house. If you have any business

METAL

Witch Hunt

Ends: If you can kill the Metal Golem again

ith her, go ahead and do it while you're there. Afterward, take the path

Reward: 30,000 Gold, 30 Rift Crystals, and a Stagnant Surge

hat's north of Selene's house for a fast way to leave the area. Within moments
our party escapes rhe forest. The new exit is on the cliffs near Cassardis, so

Come back

au can resr there after your trip. Sadly, this is a one-way trip.

of the forest continues ro experience Golem trouble. A Metal Golem has

Witchwood afrer finishing Witch Hunt. The southeastern part

taken over the region, and somebody has ro handle it.

rr=
!
,

to

These upgraded Golems leave their medals all over the area so that you can't

The Bronze Idol

kill them just by climbing all over their bodies. Search around for the medals

An idol is found outside of Selene's home, on the outer deck.

and destroy them to stop the rampaging monster. Once the Eghr ends, you

This won't be important

get credit for the quest as well as the kill!

item completes

for a good while, but eventually

this

a quest to upgrade one of two stores. Make

sun.' to get the Bronze l dol now so [hat you have it for later!

~~_u_=========================~o..;J:
DEEPER INTO THE FOREST
After meeting the duke, later in the game, you can starr a quest called Witch
Hunt. Ir begins in Gran Soren, ar Fountain Square. If you come to Selene's

house while on that quest, a mob of villagers and guards arrives to arrack her
home. They're chased off by a Golem, bur your party is lefr holding the bag
when the monster attacks.

After completing the main story of Dragon's Dogma, the Arisen continues ro be an important person in Gransys. There are new quests to obtain, and this
chapter helps you find these new challenges (and defeat them as well).
Finishing the last banle gers your hero a number of equipment upgrades. Take a look ar your existing gear

to

see how it has changed.

NEW QUESTS IN CASSARDIS


A WARM WELCOME
Begins: Immediately

when you start the Post Game

Ends: After you've gone to the Duke's Demesne, visited the Solar, and returned
to Fountain Square
Reward: 80,000 Gold, 60,000 Experience, and 80 Rift Crystals

Breaking ies

It you proceed with this quest, you can r travel safely


through the Noble Quarter in the future. Fournival still
walks around and can sell to you if you see him near
Fountain Square or on the edge of the Craftsman's Quarter,

so that's good news. However, you canr visir his home, the
Knight's Manor, the church, or che Duke's Demesne,
Make sure that you have a good supply of Ferrystones and
have tied up any loose ends 111 that parr of the (lty before
you continue.

A CHALLENGE
Begins: At the Cassardis Notice Board
Ends: If you beat the encounter in the Frontier Caverns

Return to Gran Soren and talk to [he guards on your way in. They direcr you

Reward: 20,000 Gold, 18,000 Experience, and a new treasure chest in the Frontier Caverns

toward the Duke's Demesne. Go to the keep and climb up to the duke's Solar,
on rhe second Boor. A duel begins when you enrer the room. It's nor a fight
that you can lose without trying. Defeat your enemy. When the next scene
concludes, quickly leave rhe castle. Sprint back through to the Craftsman's
Quarter and then down the street toward Fountain Square. Another scene
begins as you do so. The quest ends as soon as the scene is over.

You don't get rhis quest until very lare in the game, after the Arisen has
accomplished many amazing things. In the Posr Game, the Cassardis Noric
Board gets a couple of new tasks. One is ro travel to the Frontier Caverns ..face an unnamed foe. You know where to go by then, so it's only a matter
finding the time ro do ir.

192

to

the Shadow Fort, use the northern tunnel to get into the Frontier Caverns, and walk inro rhe Proving Grounds. Your enemy meers you immediately.

big.

--~-

=-:. ':"'_.. -:;:. -'.:._._.-;-;;'.-~~:-- -.:.;..:--~: ...

=-;-.. ;; ... ~::.~~.-~~...

-=-::..--:.,: .. ~.::-:~.----~:~ ~::. -:::;-.- :'J::-~:-"~'~-=-- :-.~.'-::-_


...-=::--.-:; .... -::--:.--~

POSI (,-\\11

NEW QUESTS IN

THE ENCAMPMENT

NEW QUESTS IN
GRANSOREN

PUT TO THE TEST

GRIM TIDINGS

Begins: At the Notice Board in the Encampment

Begins: At the Notice Board in the Pawn's Guild

Ends: Once you have defeated Ser Berne

Ends: After you've killed 7 Grimgoblins

Reward: 750 Gold, 1,000 Experience, and Gryphic Gold

Reward: 35,000 Gold, and 3,000 Experience

(2)

This is an extremely short


quest in the Post Game. On
your way around the world,
stop by the Encampment
and look at the Notice
Board. Ser Berne wants

to

bave a duel with your hero.


Accept this and talk to him
at the entrance ro the trai ning ground.
This duel occurs without any foreign influences. Ser Berne doesn't bring any
knights or monsters, and your hero doesn't get

to

have any pawns present.

Compared with some of the fierce monsters you've faced, Ser Berne doesn't
have much Health. What he does have is damage Output.

Grimgoblins are found around Cassardis or in the new version of the Everfall,
a dungeon that dominates your play ar this stage of the game. Finding seven
of these Goblins won't be a major challenge. They're mucb tougher than their
earlier cousins, but your new equipment sbould help you best them!

SUPPRESSION

(4)

Begins: At the Notice Board in the Pawn's Guild


Ends: Once you have defeated

a Wyvern
Reward: 160,000 Gold, and
3,000 Experience

Wyverns aren't easy

to

find

in the new Everfall, but


they're down there. The
various rooms at the end
The knight carries a hefty sword and can lay low even the Arisen if you give
bim a chance. Exploit his slow attack speed by making hit-and-run attacks
against him. Either stay at range so that you can shoot and move, or datt in

of the dungeon's major


chambers sometimes have special boss fights. Expect to be challenged almosas much as if you were fighting the Dragon allover again.

for fast attacks and then flee before Ser Berne can respond. When he dedicates

COMMITTED TO MEMORY

to an attack, rush behind him and punish the knight!

Begins: At the Notice Board in the Alehouse


Ends: Gather a piece of Gran Soren Rubble
Reward: 10,000 Gold, 5,000 Experience, and a Golden Obliterartrix

Gran Soren Rubble can be found in a few places. A good place to look is on
a rock in Gran Soren canal, near the exit. If you don't find any there, you c
purchase it from Reynard.

When you win, the quest concludes.

otice Board in the Alehouse


ve gotten 30 tufts of hair
Gold, 5,000 Experience, and a Path to Heaven

Catacombs and other areas of Undead for tufts of hair, which are
-nbs, Stash these in your storage until you have the full number
'lee there isn't much point in carrying them around until you've
enough to complete the quest.

SIC INFORMATION
crnp into the pit near Fountain Square of Gran Soren, your hero falls
e center of the Everfal!. You can repeatedly do this to reach the many

lI1[abyrintb of (bambers

zlong the sides of the shalt. Each has its own area with treasure, new

Illany of tbe rooms inside tbe verfnlliook

ers, and even some boss fights.

eame.you find yourself wandering into tbe same few rooms,

-ber way

errv not

to

tbougb tbev baee different treasure, enemies, and cbatlenges.

get into the dungeon is via the normal entrance at the

of the Pawn's Guild. Your mission, at this stage of the game, is

e,ractly tbe

to

.n here and gather 20 WakestOnes. These give your hero the power

to

to get confused, and think of eacb chamber off of tbe

main sbatt as its own little world, despite tbe similarities

in

tbe rooms' construction .

-c a deeper secret within the dungeon. Do this when you're interested in

ng the New Game+ feature of Dragon's Dogma, because the final stage is
r point of no return.

(earn to anticipate tbe entrances and e,rits of a room. i[bougb


many doors and gates are locked, all of tbem appear in tbe
same location in each version of the rooms. 50, eramine all
of tbe doorwave eacb time you find a new cbambcr so that
you don't miss Jny of tIJe rooms and rbetr glorious

You can use a Ferrystone to get

Out

of the Everfall and then jump back in

whenever you like. So coming into the dungeon doesn't lock you inside.
Leaving through the Chamber of Hope, where the pawn Quince waits, is
also viable.

loot!

For extra Ferrystones,


passage.

lind Fournival.

He sells the same goodies

Make sure to bring extremely

You can still find him around

the Founrain

Square area or rhe nearby

rhar he's always carried.

powerful

pawns

to help you with your fighting

in the Everfall.

The monsters

here are the worst of the worst.

AREA ENTRANCES

Location:
Everfall

IIDoor

Entrance

Though

ro Gran Soren Pawns Guild

you encounter

rhe Chamber

now your task is simple.


journeying

deeper

of Hope again later in rhe dungeon,

Talk ro Quince

to begin

the following

quests

for

before

into the Everfall.

STORY QUESTS THAT


START HERE
FATHOM DEEP
Beqms: Whe, -,ou talk to Quince in the Everfall
Ends After you aring 20 Wakest, nes to Quince
Re\,ard: 75.000 Exp'
Quince

ence anc 100 "ift C~'staIS

is a pawn inside the Everfall

(in the Post Game).

You can reach her b

Jumping

into the pit; she comes co speak with you soon afrerward.

entrance

in the Pawn's Guild

still gets you into rhe dungeon,

The ole.

so that's usab

as well.
Quince

gives you a \1Vakescone and asks that you lind many more of rhe special

Wakescones

and Wakes cone shards

meet some of rhe mosr hardcore

are common

monsters

throughout

the dungeon,

items. 20 of rhern are needed if you wish to see the next srage of this journe

and you get a massive pile of great loot while hunting

for them. You also gee to

in the game.

If you're having trouble gening


Fournival

the srones this way, purchase

from time ro time and hunt

their shards.

Buy a Dragoneye,

the overworld

also from Fournival,

them

from

for Wakesrones

and

and use char to spot

where these iterns can be found.

locations

You can get aU 20 stones at once by killing


of Lament,

the Ur-Dragon,

bur that's a risky undertaking.

srones elsewhere

Its actually

than ro beat the Ur-Dragon

all of the Wakestones

you need, rerum

sure that you 've finished


sends you someplace

to

in.

Quince

fair /ight'

special afterward.
to

Jump

Once you hav

and give them

any loose ends before doing

of the Everfall when ir's rime

in the Charnb

easier to gee all 20

to her. ;\.

this, because Qumc,

into the new Rift ar the

leave. This quesr continues

Ix-,-

as Fi1JaIJ",I"

FINAL JUDGMENT
BeI%. ,Vhen fOU ,ump into the Eve1all after comr"J

1,

_;:

'r._lT' 'Jeep quest

Ents: If you can defeat Seneschal


Reward: 75,000 Experience and 10C Rift Crystals
Your hero meers something
show your strengrh

196

that exisrs beyond

of arms and resolve!

rhe world J(self You won'r have a chance

co ralk for more rhan a momenr.

This is a test, and you musr soor

Location:
Special

AREA ENTRANCES

.----~==----~==~~~~~#_~=.=-==-----=~-=~.~
..

Door co Entrance

f) Door
Area 1

to Area 2

Door co Area 1

AREA LOCATIONS
IILocked Gate
MONSTERS
Evil Eye

There are 15 chambers inside this version of the EverfaLl, but you can't get
into them until you've passed the first test. You must beat the Chamber of
Confusion, a special area that appears regardless of where you fall during your
first time into the dungeon. Drop onto a balcony and step through the door
there co reach this place. Once you've beaten it, the dungeon becomes a little
mote solid. You can dependably find the remaining chambers by falling to
the same place each nrne.
There are two pawns in the entry area of this chamber. Talk co them co learn
more abour this place, and then loot the chests behind them. Use the door at
the back to start a major fight.

c!l!l~1;a
Wakestone Shard

30%

Jewe! of Health

44%

Golden Tallsman

4%

Dragon Hide Bracers

6%

Grisly Skull

4%

Crimson Plate

4%

Exotic High Boots

4%

Ring of Pearl

4%

An Evil Eye is inside the new room. Arrack its tentacles


back during

rhe early portion

of the fight. When

from the sides and

the eye spins toward your


hero, dash around
the creature
to avoid its
knockbacks,
Petrification,
and direct
damage.

Repeat

this until the


beast has lost
enough
that you're able to knock it out of the air. Repeatedly
Out of its mouth,

and focus on that for the remainder

Search rhe body afrerward

for a Wakestone

tentacles

attack the eye that hangs


of tbe encounter.

and then walk back

to

the main

shaft of the dungeon.

Location:
Western Side,
Near the Top

AREA ENTRANCES

AREA LOCATIONS
Entrance

I)'

~""'l!.~~

WakestoneShard

25%

Harspud Sauce

40%

Giant Coin Pouch

19%

Meloirean Plate

5%

Steel Gauntlets

5%

Dragon's Presence

2%

Philosophers

2%

Robe

Burnished Bracers

IILocked

Gate

MONSTERS

Wight

\'Vighr Summonings

(Skeleton Sorcerers, Skeleton Krughrs, Undead W'-l"rior'

2%

It's somewhat

hard

to

hit

the ledge for this chamber.

Chamber of
Anxiety

Aim for the western

side anc

hug the wall closely

while

you fall. There

isn't much

to see even when you get


to

the Chamber

There's
The flying crearure

summons

other

undead

to aid it, bur you've

barr les with at least two of these at once. Beating


in the park!

198

a single

a single

of Anxiety
Wight
already

insic,
face

one now is a walk

Location:
East Side,
Near the Top

t'"

Entrance

II

Wakestone Shard

28%

Panacea

55%

Martyr's Talisman

4%

Stalwart Bow

5%

Dragon's Pain

2%

Crimson Sabatons

2%

lordly Cloak

2%

Shadow Gauntlets

2%

Area 1:
WakestoneShard

35%
25%

NobleUmbs

6%

Sable Sentinel

2%
2%

Ring of Amethyst

2%

REA ENTRANCES

and Skeleton

Sorcerers

while Hell Hounds

Lise their ranged

guard

attacks

19%

40%

Giant Coin Pouch

25%

Meloirean Armguard

5%

Laurel Circlet

5%

Sage's Hood

2%

Oragonbeards

2%

Grisly Bone Armor

2%
QI

!l.'lmll'l'!!'

Wakestone Shard

25%

Giani Coin Pouch

55%

Ferrystone

2%

Dragon Band

6%

Ring of Sable

6%

Red Dragon Scale

2%

Shadow Gauntlets

2%

Ring of Sapphire

2%

edge of the shafc and aim quickly

ledge. Geo Saurians

~"'~

Fulgurous Lord Tome

'!

Fall along rhe eastern

6%

Dragon Knight's Cloak

WakestoneShard

cond floor

22%

Steel Nut Salv.


Steel Sabalons

[(II

Area 1:

Balmy Incense

ro get ro this upper

tbe room. They're

up top,

on the lower Roor when your

party descends.
Door ro Area 1: Second Floor
Door ro Entrance
Stairs down to Area 1: First Floor
Stairs up to Area 1: Second Floor
Door to Area 2
Door to Area 1: First Floor

AREA LOCATIONS

Locked Gate
Search the primary
deeper

'10NSTERS

area and then use the door on the lower Roor to go

into the Chamber

kin are living.

of Absence.

Geu Saurrans

Hellhounds

room. It's not a very lucrative

Goblins

Hobgoblins

IS

Grimgoblins

Skeleton

Sorcerers

pretty

good.

That's

Kill them all and then search


chamber,

where the Goblins

and their

the chests and the end of the

bur the ex perie nee for the fighting

1m.

Location:
Northwestern Side,
Near the Top

II

WakestoneShard

15%

Salomet'sSecret

35%

UquidVim

10%

Salubrious Brew

18%

Harspud Sauce

16%

Golden Ring

4%

Platinum Ring

2%

,,,

Entrance

II

WakestoneShard

19%

Giant Coin Pouch

40%

Golden Egg

25%

Steel Sallet

5%

Darkened Gloves

5%

Dragon's QLickening

2%

TwUightManicae

2%

DIgnified Earring

2%

J!!l0li 00JII,u
WakestoneShard

Aim for the northwest

AREA ENTRANCES

when going

shaft as a clock, it's easiest


the Saurian

to

18%

Golden Egg

38%

Sultry Cowl

6%

Barbarian Chief's Helm

2%

Fey Whisper

2%

Darklorica

2%

Ring of Ruby

2%

afrer this chamber.

hit at around

30%

Golden Talisman

If you think

of the

10 0' clock Go inside and kit;

Sages in the side part of the first chamber.

They Eke ro drop

on your party, so walk


slowly and tty

to

arrack

them from range with,


exposing

your entire

party. After you've kiln

D Door

to

Area I

the enemies,
nearby chest.

AREA LOCATIONS
D Locked

Gate

MONSTERS

200

Archydra

Saurian Sages

Undead

\X'arriors

search the

Use the door in that section


\Varriors

are preparing

the danger,

ro enter an arena. Ar, Archydra

to engage

you. Fight

and then Stan the long struggle

the warriors

".<:amst the Archydra.

when they come down co strike at your pawns.


spells or attacks
attacks

against

to

slow rhe regeneration

rhe srump

of the stump.

deal massive damage

to

the heads

During

this period,

your

to the Archydra.
throughout

the fight.

resrorarive items you need ro stay alive because you can always leave

the Everfal! afterward


money

Attack

Once you sever a bead, use fiery

Revive your pawns if they fall, and keep the pressure going
Blow whatever

and some Undead

first. ro clear out some of

and restock. By this POInt,

pay for anything

Search for Wakesrones

you need. Survival

YOll

should

have more than enough

is much more important

than economy!

after your victory,

Location:
Southeastern Side,
Near the Top

AREA ENTRANCES
.c;,;r

o
a

Door to Area 1
Door ro Entrance

AREA LOCATIONS
.c;,;r~~~-=====~========~;~~======================~

IILocked

Gate

MONSTERS

Chimeras

Cockarrices

Getting

C?),

\Vighl,

Undead

(2). Vile Eye, Gnrngoblins

to this balcony

can be tricky,

ro land on the Chamber


level, jump

\Varrines

of Absence,

Pull hard to the east when you begin


Climb

down

the broken

stairs

on that

off of those,

and tty ro land on the


small

ledge of stone just


that point.

beneath

The chamber

irself is a

small arena, The fighr you


encounter

is a serious one,

and you don't

know what

to expect

before entering.

It might

be Grimgoblins

and a Cockatrice,

It could

be Chimeras.

] usc be ready

for high-end

enemies

support

from

weaker

targets.

with

The fight is very long because


This is still worthwhile
damage,
to

healing,

and general

keep your party going

of reviving.

you have to frequently

because

they provide

support.

stop ro revive pawns,

a fair amount

of additional

Use herbs not JUSt on yourself,

so that your hero can focus on attacking

but

instead

Location:
Northern Side,
Halfway Down

Entrance

Area 2:
Second Floor

Area 2:

~Iw'm~

I '!I

15%

Wakestone Shard

15%

Desiccated Herbs

45%

Jewel of Healtt

35%

Giant Coin Pouch

Golden Ring

4%

Golden Ring

4%

Golden Ring

Platinum Ring

2%

Platinum Ring

2%

Platinum Ring

2%

Decoction of Bandlily

14%

Harspud Sauce

14%

Steel Nut Salve

14%

Panacea

15%

Jewel of TIme

25%

White Wine

25%

Salubrious Brew

5%

Liquid Vim

5%

Red Wine

10%

AREA ENTRANCES

It.I!iJ ;w1"~

I";.

Wakestone Shard

IW..

tl,fI~.

4%

!llml~~

WakestoneShard

20%

Wakestone Shard

30%

Panacea

41%

SecretSoftner

28%

Large Coin Pouch

40%

Balmy Perfume

25%

Golden Ring

4%

GoJdenTalisman

7%

SuperiorCuisses

4%

Platinum Ring

2%

Chilling Razors

5%

Ring of Argent

4%

Giant Coin Pouch

15%

Carnation

2%

B~ody Thistle

2%

Harspud Juice

16%

Golden uon Helm

2%

Crimson Armet

2%

UquidVim

5%

Exotic High Boots

2%

Golden Wristbands

2%

Ancien! Cape

2%

STORES
]OYE, PAWN PEDDLER

Foreign Medicament I
~briOUS

Second Floor

Brew

my Incense

Staminal Drench

I
!
I

$uidVim

AREA LOCATIONS
IILocked Gate

Cyclops (Armored)
Golem
Grimgohllas

202

4,600

~pureCrystal

0.49

Petrifactor

0.53

__

3,000
8,250

4,900

0.54

Dappled Ore

1,300

~Black

...

Pinion

Dragon Scale

0.51

7,750

hridate

0.13

~~ngbout
Bottled Haste

0.20

-600

0.13
0.11

16~
240

Dragon~s Pain

Eyedropper
l tnroat Drops

0.15

280

!Sable Sentinel

120

r~arnation
Wounded Heart
Frigid Finger

L
I
I
J.
i
I
I

11,863_

0.67

4,950

1.11

17,220

0.46

23,480

1.68

985,~~0
1,326,000

1.28

737,000

I
L

1.31

308,000

2.12

633,200

0.13
0.43

280

Purifying Brew

0.18

800

Diadem

0.76

Secret Softener

0.15

500

~Strength
Dose of Courage

0.15

7.89

0.14

-100

"~2
Crimson Plate

0.15

150

t-~Ieric's Draught
anacea

0.14

0.59

Flask

0.45

Empty Flask

0.12

Flask of Water

0.21

0.54

f--

320

439,000
I

'I

676,800
682,000

_!III
Twilight Manicae

1.84

Grisly Greaves

2.13

It

IAirtight

100
2,500

3.33

Placative Brew

150

2,460

0.57

Liberating Brew

iFeyWhlSper

Mi!Ji'

0.99

280

Warlock's Draught

MONSTERS

mmmii'

,~

0.60

0.51

~~SinglnCenSe

First Floor

--.'Il'

"",

418,000

474,000

Ring of Gules

0.20

40,000

20

Ring

0.20

40,000

90

Ring of Purpure

0.20

40,000

of

Azure

~iI
Poison Flask

0.27

175

Ring of Argent

0.20

60,000

0.15

80

Ring of Sable

0.20

60,000

Vigor Extract

0.31

Rose Ring

0.16

30,000

Serenity Extract

0.29
0.31 __

1,~0
1,000

lis Ring

0.16

30,000

Violet Ring

0.16

30,000

0.29

350
350

0.18

45,000

ISilverwheat Paste
IGoldbean Grind
IFerrystone

I
I

f--

- halfway down the shaft and aim for the northern side

to

find this balcony. Go Inside and look fat

treasure in the first room. There aren't any monsters there, so it's JUStfree ;!ODellesall around.
.e, in the western edge of the room. He's a pawn with a number of Health Items and

ems available for sale. Sell any unwanted items ro keep your encumbrance down. and then use rhe
ro continue into rhe chamber.
Be careful in the next room. It's another balcony area,
Grimgoblins and a Golem are up top, and a Cyclops is on
the bottom. Lure the Golem

[0

the edge of the bridge. and then try

[0

knock the creature off. This makes

the fight much easier!


The other enemies are fairly run of the mill, but search well after you're done :'::illing them. This chamber is
a wealth of Wakestones and shards .

arion:
rhern Side, Near the Top

~
,',,,,",sIan. Shard

ru

...

'~

35%

Wakestone Shard

30%

WakestoneShard

40%

.&Wei 01 Darkness

30%

Salomel's

30%

19%

SecretSoftner

"The Sundering
Spear"Tome

44%

;;.ant Coin Pouch

Stalwart Bow

5%

Steer Sabatons

5%

Harmonious Earring

5%

Indomitable Earring

5%

2%

Dragon Knighfs Helm

2%

Sable Sentinel

2%

2%

Shadow Greaves

2%

Crimson Guantlets

2%

2%

Anci.ntCape

2%

Ring of Pearl

2%

Wakestone Shard

24%

JewelofTlme

30%

GianI Coin Pouch

30%

Dragon Hide Bracers

5%

Melolrean Cyclops Veil

5%

Superior Cuisses
30lden Belt

"'no of ~m.lhyst
Solden Lion Padding
Dark Buckler

WakestoneShard

5%
5%
2%
2%
2%

'" 30%

Secret

Royal Cuisses
Oar1l: Over-Knee Boots
Dragons Risen
Drago/lscale Arm
Nebula Cape

WakestoneShard

24%
5%
5%

"""'Iil20% ,

WakestoneShard

30%

Balmy Incense

44%

Ferrystone

10%

UQuidVim

39%

Secret Softener

45%

GianI Coin Pouch

15%

Harspud Sauce

19%

Steel Cuirass

5%

Sultry Paren

5%

OirewolfVeil

5%

Autumn Hood

5%

Fey Whisper

2%

Wounded Heart

2%

Ring of Onyx

2%

Diadem

2%

Gleaming Bangles

2%

Crimson Plate

2%

Matte Robe

2%

Grisly Greaves

2%

HolyCuisses

2%

This is another one of the chambers on the southern side of the shaft, Drop

AREA ENTRANCES

down

to

it and go into the chamber. There are a number of enemies

to

fight, and they're likely to drop multiple Wakestone Shards along the way.
Clear the entire downstairs area while watching for these drops and then
loot the chests in the side rooms (and on the upper walkways). You end up
with at least tWOWakestones worth of goodies for just a couple minutes of

AREA LOCATIONS

fairly easy fighting.


It helps

IILocked Gate

to

have ranged weapons, jumping attacks, or some manner of

upward strike when dealing with this chamber.


The enemies are highly mobile, and fly around your party throughout

MONSTERS

Gargoyles

the engagement.
Specter

Succubi

.......
_-....._
...J---_-.~.-~

, '"

c- ..

'V,t ~

~v,.',

(..

','

~ '\'

v....

\ ,

~~~~~~=~_:;;:;=~~~~~.~~

_,

v,',

" ..

/" ..-.:;. ,,,-)"

',.

" ' ..'(J

;f,......:._, J

..3E:.-=~=__.~.~.=

;1/",\,,,

';.

."

.~=~.=.~.~

Ql1EST Gl 'IDE

Location: Southeastern Side,


Partway Down

.fl.l

~(!l!l[![!f:$'.1lI

I~~r~

Liquid Vim

25%

UQuldVim

25%

The tiny balcony for this chamber is hard

Salubrious Brew

25%

Salubrious Brew

25%

Empty Flask

exact angle for it and then shoot for that while dropping down the shaft (it's

15%

Empty Flask

15%

Flask Of Oil

20%

Flask 01 Oil

20%

Harspud Sauce

10%

Harsoud Sauce

10%

tnterventlve

5%

fnterventlve

5%

to

see. Look at tbe maps ro get rhe

around 4 o'clock). Dropping onto the Chamber of Tragedy is easy because it s


so large. If you jump off
the stairs there and push
northeast, you can land on
the Chamber of Lament's

AREA ENTRANCES

ledge. Go inside

to

find a

wild landscape of fire and


destruction.

There

IS

also a special

Rifrsrone in Cassardis that bungs your hero to this epic battle site. It's near
the recessed cove beside the town's main beach.
Fight the pawns that have become twisted and evil here. Some of them are

MONSTERS
The Ur-Dragon

melee characters, while others use magick or ranged attacks. Don't hang
back and light defensively. Overwhelm them with high-damage attacks ano
knockdowns

to

keep them from becoming a threat.

Twisted Pawns
When you're done, wait for a short time and the Ur-Dragon approaches. Its
time to prove your worth.

204

v;'\.

hen you've won, go inco the northern cave at the end of the chamber. The stone there contains information about rhose who have previously bearen the
r-Dragon. Next to it is a door that lets you return to the Everfall, That's also where all of the treasure appears if you've won the fight. Collect it and rejoice
your victory. You can leave the chamber by stepping our from this spot.

REWARDS FOR THE UR-DRAGON BATTLE


DESTROYING
'I

"'

lIr-Oragon Head

Ur-OragonWing

Ur-Dragon Fore leg, Hind


leg (Claw portion)

PARTS OF THE DR-DRAGON'S


'I11m1fl];

'"I

BODY:
J~r~mlfl
'1(!JJ]lIlll"

'lllF.tIIT:l.il:IIYI::Il

,,}'t'l!lI!IJ),~ 1::,lnDi'Nif/.:.l:

.,~

Great Dragon Horn

30%

Putrid Dragon Scale

30%

Oragon Horn

5%

Dragon Scale

10%

Great Dragon Fang

30%

Indurated Dragonsblood

15%

Dragon Scale

5%

Wakestone

10%

Rotten Ambrosial Meat

5%

Ur-Dragoo Chest & Stomach

Sour Ambrosial Meat

5%

Nothing

25%

Sour Ambrosial Meat

5%

Nothing

0%

Nothing

25%

Nothing

0%

Nothing

0%

Great Dragon Alula

50%

Putrid Dragon Scale

30%

Putrid Dragon Scale

10%

Dragon Scale

10%

Dragon Scale

5%

Indurated Dragonsblood

15%

Sour Ambrosial Meat

5%

Rotten Ambrosial Meat

5%

Nothing

25%

Sour Ambrosial Meat

5%

Nothing

0%

Nothing

25%

Nothing

0%

Nothing

0%

Great Dragon Claw

40%

Putrid Dragon Sea e

40%

Dragon Claw

10%

Dragon Scale

15%

Putrid Dragon Sea e

10%

Rotten AmbrosIal Meat

B%

Dragon Scale

5%

Sour Ambrosial Meat

5%

Sour Ambrosial Meat

5%

Indurated Dragonsblood

2%

Rotten Ambrosial Meat

5%

Wakestone Shard

5%

Nothing

25..

Nothing

25%

Nothing

0%

Nolhlng

0%

Ur-Dragon Tall

Ur-Dragon Other

Golden Egg

5%

Rotten Ambrosial Meat

10%

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